<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.roblox.com/roblox.xsd" version="4">
	<External>null</External>
	<External>nil</External>
	<Item class="Workspace" referent="RBX0">
		<Properties>
			<Ref name="CurrentCamera">RBX1</Ref>
			<double name="DistributedGameTime">0</double>
			<CoordinateFrame name="ModelInPrimary">
				<X>0</X>
				<Y>0</Y>
				<Z>0</Z>
				<R00>1</R00>
				<R01>0</R01>
				<R02>0</R02>
				<R10>0</R10>
				<R11>1</R11>
				<R12>0</R12>
				<R20>0</R20>
				<R21>0</R21>
				<R22>1</R22>
			</CoordinateFrame>
			<string name="Name">Workspace</string>
			<Ref name="PrimaryPart">null</Ref>
		</Properties>
		<Item class="Camera" referent="RBX1">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>0</X>
					<Y>58.2076607</Y>
					<Z>58.2076607</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>-0</R10>
					<R11>0.707106769</R11>
					<R12>0.707106769</R12>
					<R20>0</R20>
					<R21>-0.707106769</R21>
					<R22>0.707106769</R22>
				</CoordinateFrame>
				<float name="FieldOfView">70</float>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
			</Properties>
		</Item>
		<Item class="Terrain" referent="RBX2">
			<Properties>
				<bool name="Anchored">true</bool>
				<bool name="Archivable">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float 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>-2</X>
					<Y>126</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>
				<string name="ClusterGridV2"></string>
				<float name="Elasticity">0.5</float>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float 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">Terrain</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<Vector3 name="size">
					<X>2044</X>
					<Y>252</Y>
					<Z>2044</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX3">
			<Properties>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Stolen place!</string>
				<Ref name="PrimaryPart">null</Ref>
			</Properties>
			<Item class="Model" referent="RBX4">
				<Properties>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">CurrentCamera</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
				<Item class="Camera" referent="RBX5">
					<Properties>
						<Ref name="CameraSubject">null</Ref>
						<token name="CameraType">5</token>
						<CoordinateFrame name="CoordinateFrame">
							<X>0.335685462</X>
							<Y>47.5556755</Y>
							<Z>17.8633327</Z>
							<R00>-0.999390841</R00>
							<R01>-0.00926507916</R01>
							<R02>0.0336491093</R02>
							<R10>-0</R10>
							<R11>0.964120626</R11>
							<R12>0.265464753</R12>
							<R20>-0.0349013545</R20>
							<R21>0.265303046</R21>
							<R22>-0.963533163</R22>
						</CoordinateFrame>
						<float name="FieldOfView">70</float>
						<CoordinateFrame name="Focus">
							<X>-0.000805641874</X>
							<Y>44.9010277</Y>
							<Z>27.4986649</Z>
							<R00>-1</R00>
							<R01>-3.08987098e-021</R01>
							<R02>-5.42254757e-022</R02>
							<R10>-3.08987098e-021</R10>
							<R11>1</R11>
							<R12>3.99368656e-021</R12>
							<R20>5.42254757e-022</R20>
							<R21>3.99368656e-021</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<string name="Name">Camera</string>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX6">
				<Properties>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Workspace</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
				<Item class="SpawnLocation" referent="RBX7">
					<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">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">1</int>
						<CoordinateFrame name="CFrame">
							<X>-0.5</X>
							<Y>39.9999504</Y>
							<Z>28</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>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>
						<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">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<token name="Material">256</token>
						<string name="Name">SpawnLocation</string>
						<bool name="Neutral">true</bool>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<int name="TeamColor">194</int>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>4</X>
							<Y>1</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="IntValue" referent="RBX8">
						<Properties>
							<string name="Name">BadgeID</string>
							<int name="Value">54550194</int>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX9">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><url>http://www.roblox.com/asset/?id=13326026</url></Content>
							<string name="Name">BadgeAwarderScript</string>
							<ProtectedString name="Source">print(&quot;Badge Awarder Loaded. BadgeID: &quot; .. script.Parent.BadgeID.Value)



-- ROBLOX scripter hackers, see what you can do with this:
-- game:GetService(&quot;BadgeService&quot;):UserHasBadge(userid, badgeid)


function OnTouch(part)
&#9;if (part.Parent:FindFirstChild(&quot;Humanoid&quot;) ~= nil) then
&#9;&#9;local p = game.Players:GetPlayerFromCharacter(part.Parent)
&#9;&#9;if (p ~= nil) then
&#9;&#9;&#9;print(&quot;Awarding BadgeID: &quot; ..script.Parent.BadgeID.Value .. &quot; to UserID: &quot; .. p.userId)
&#9;&#9;&#9;local b = game:GetService(&quot;BadgeService&quot;)
&#9;&#9;&#9;b:AwardBadge(p.userId, script.Parent.BadgeID.Value)
&#9;&#9;end
&#9;end
end

script.Parent.Touched:connect(OnTouch)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX10">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>-3</X>
							<Y>38.9999619</Y>
							<Z>28</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>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">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<token name="formFactorRaw">0</token>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>21</X>
							<Y>1</Y>
							<Z>16</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX11">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Raycast</string>
						<ProtectedString name="Source">--function below I always like to have to make sure things are functioning correctly.
Visual=function(mode, pos, color, distance)
&#9;distance=distance or 12;
&#9;if mode==&quot;point&quot; or mode==&quot;position&quot; then
&#9;&#9;local a=Instance.new(&quot;Part&quot;, workspace); a.Anchored=true; a.BrickColor=BrickColor.new(color); a.FormFactor=&quot;Custom&quot;; a.Size=Vector3.new(1,1,1); a.CFrame=CFrame.new(pos);
&#9;elseif mode==&quot;plane&quot; then
&#9;&#9;local a=Instance.new(&quot;Part&quot;, workspace); a.Anchored=true; a.BrickColor=BrickColor.new(color); a.FormFactor=&quot;Custom&quot;; a.Size=Vector3.new(8, 8, .2); a.CFrame=CFrame.new(pos.Origin, pos.Origin+pos.Direction.unit);
&#9;elseif mode==&quot;ray&quot; then
&#9;&#9;local a=Instance.new(&quot;Part&quot;, workspace); a.Anchored=true; a.BrickColor=BrickColor.new(color); a.FormFactor=&quot;Custom&quot;; a.Size=Vector3.new(.2, .2, distance); a.CFrame=CFrame.new(pos.Origin+pos.Direction.unit*a.Size.z*.5, pos.Origin+pos.Direction.unit*a.Size.z);
&#9;end
end

--p is the part, c is the center, p# is a plane.
inConstraints=function(px,py,pz,cx,cy,cz,p1x,p1y,p1z,p2x,p2y,p2z,p3x,p3y,p3z,p4x,p4y,p4z,p5x,p5y,p5z,p6x,p6y,p6z,exclude)
&#9;local angle1=1;
&#9;local angle2=1;
&#9;local angle3=1;
&#9;local angle4=1;
&#9;local angle5=1;
&#9;local angle6=1;
&#9;if exclude~=&quot;x&quot; then
&#9;&#9;local vec1x,vec1y,vec1z=unit(p1x-cx,p1y-cy,p1z-cz);
&#9;&#9;local vec2x,vec2y,vec2z=unit(p1x-px,p1y-py,p1z-pz);
&#9;&#9;angle1=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z;
&#9;&#9;vec1x,vec1y,vec1z=unit(p2x-cx,p2y-cy,p2z-cz);
&#9;&#9;vec2x,vec2y,vec2z=unit(p2x-px,p2y-py,p2z-pz);
&#9;&#9;angle2=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z;
&#9;end
&#9;if exclude~=&quot;y&quot; then
&#9;&#9;local vec1x,vec1y,vec1z=unit(p3x-cx,p3y-cy,p3z-cz);
&#9;&#9;local vec2x,vec2y,vec2z=unit(p3x-px,p3y-py,p3z-pz);
&#9;&#9;angle3=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z;
&#9;&#9;vec1x,vec1y,vec1z=unit(p4x-cx,p4y-cy,p4z-cz);
&#9;&#9;vec2x,vec2y,vec2z=unit(p4x-px,p4y-py,p4z-pz);
&#9;&#9;angle4=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z;
&#9;end
&#9;if exclude~=&quot;z&quot; then
&#9;&#9;local vec1x,vec1y,vec1z=unit(p5x-cx,p5y-cy,p5z-cz);
&#9;&#9;local vec2x,vec2y,vec2z=unit(p5x-px,p5y-py,p5z-pz);
&#9;&#9;angle5=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z;
&#9;&#9;vec1x,vec1y,vec1z=unit(p6x-cx,p6y-cy,p6z-cz);
&#9;&#9;vec2x,vec2y,vec2z=unit(p6x-px,p6y-py,p6z-pz);
&#9;&#9;angle6=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z;
&#9;end
&#9;if angle1&gt;=0 and angle2&gt;=0 and angle3&gt;=0 and angle4&gt;=0 and angle5&gt;=0 and angle6&gt;=0 then
&#9;&#9;return true
&#9;else
&#9;&#9;return false
&#9;end
end

unit=function(x, y, z) 
local len=math.sqrt(x*x+y*y+z*z);
return x/len, y/len, z/len;
end;

--quite an equation down there. I&apos;m putting it in this function to make it easier to read the code.
rayPlaneIntersect=function(rox, roy, roz, rdx, rdy, rdz, pox, poy, poz, pdx, pdy, pdz)
return (-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
end;

check=function(part, rox, roy, roz, rdx, rdy, rdz)

local dist=math.huge;
local side=0;
local ref=nil;
local fhx,fhy,fhz=0,0,0

local plane1=(part.CFrame*CFrame.new(-part.Size.x/2, 0, 0)).p;
local plane2=(part.CFrame*CFrame.new(part.Size.x/2, 0, 0)).p;
local plane3=(part.CFrame*CFrame.new(0, -part.Size.y/2, 0)).p;
local plane4=(part.CFrame*CFrame.new(0, part.Size.y/2, 0)).p;
local plane5=(part.CFrame*CFrame.new(0, 0, -part.Size.z/2)).p;
local plane6=(part.CFrame*CFrame.new(0, 0, part.Size.z/2)).p;
local pos=part.Position;

local pox,poy,poz=plane1.x,plane1.y,plane1.z
local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz);
local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t;
if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;x&quot;)) then
dist=t;
fhx,fhy,fhz=ix,iy,iz; --final hits, or what will be passed back to the script.
ref=part; --referent to the part.
side=0; --hit on the negative x side. I&apos;ll pass this as a normalId later
end

local pox,poy,poz=plane2.x,plane2.y,plane2.z
local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz);
local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t;
if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;x&quot;)) then
dist=t;
fhx,fhy,fhz=ix,iy,iz; --final hits, or what will be passed back to the script.
ref=part; --referent to the part.
side=1;
end

local pox,poy,poz=plane3.x,plane3.y,plane3.z
local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz);
local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t;
if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;y&quot;)) then
dist=t;
fhx,fhy,fhz=ix,iy,iz; --final hits, or what will be passed back to the script.
ref=part; --referent to the part.
side=2;
end

local pox,poy,poz=plane4.x,plane4.y,plane4.z
local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz);
local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t;
if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;y&quot;)) then
dist=t;
fhx,fhy,fhz=ix,iy,iz; --final hits, or what will be passed back to the script.
ref=part; --referent to the part.
side=3;
end

local pox,poy,poz=plane5.x,plane5.y,plane5.z
local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz);
local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t;
if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;z&quot;)) then
dist=t;
fhx,fhy,fhz=ix,iy,iz; --final hits, or what will be passed back to the script.
ref=part; --referent to the part.
side=4;
end

local pox,poy,poz=plane6.x,plane6.y,plane6.z
local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz);
local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz);
local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t;
if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;z&quot;)) then
dist=t;
fhx,fhy,fhz=ix,iy,iz; --final hits, or what will be passed back to the script.
ref=part; --referent to the part.
side=5;
end

if ref~=nil then
return ref, Vector3.new(fhx,fhy,fhz), side, dist
else
return nil;
end

end;

raycast=function(parts, ray)
local p, pos, side, dist=nil, nil, nil, nil;
rox, roy, roz=ray.Origin.x, ray.Origin.y, ray.Origin.z
rdx, rdy, rdz=ray.Direction.x, ray.Direction.y, ray.Direction.z
for i,part in pairs(parts) do
if (ray:ClosestPoint(part.Position)-part.Position).magnitude&lt;part.Size.magnitude then
if dist==nil or ((part.Position-Vector3.new(rox, roy, roz)).magnitude-part.Size.magnitude)&lt;dist then
local hit,position,s,distance = check(part, origin.x, origin.y, origin.z, direction.x, direction.y, direction.z);
if hit~=nil and (dist==nil or distance&lt;dist) then
p, pos, side, dist=hit, position, s, distance;
end
end
end
end
return p, pos, side, dist;
end;

function Search(root)
local SearchResults={};
for i,v in pairs(root:GetChildren()) do
if v:IsA(&quot;Part&quot;) then
SearchResults[#SearchResults+1]=v;
end
for a,b in pairs(Search(v)) do
SearchResults[#SearchResults+1]=b;
end
end
return SearchResults;
end
Parts=Search(workspace);

for i=1,10 do
origin=Vector3.new(0, 2.5, 0)
direction=Vector3.new(unit(math.random()*2-1, 2, math.random()*2-1))
p, pos, side, dist = raycast(Parts, Ray.new(origin, direction));
Visual(&quot;ray&quot;, Ray.new(origin, direction), &quot;Bright yellow&quot;, dist or 200);
if p~=nil then
--Visual(&quot;point&quot;, pos, &quot;Bright red&quot;);
end
wait();
end
</ProtectedString>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX12">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float 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>5.5</X>
							<Y>40.0999603</Y>
							<Z>35</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>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">3</token>
						<token name="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>4</X>
							<Y>1</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX13">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">BadgeAwarder</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX14">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">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">1003</int>
							<CoordinateFrame name="CFrame">
								<X>320</X>
								<Y>113.700005</Y>
								<Z>20</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>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">Platform</string>
							<float name="Reflectance">1</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">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>10</X>
								<Y>1.20000005</Y>
								<Z>10</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX15">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><url>http://www.roblox.com/asset/?id=13326026</url></Content>
								<string name="Name">BadgeAwarderScript</string>
								<ProtectedString name="Source">print(&quot;Badge Awarder Loaded. BadgeID: &quot; .. script.Parent.BadgeID.Value)



-- ROBLOX scripter hackers, see what you can do with this:
-- game:GetService(&quot;BadgeService&quot;):UserHasBadge(userid, badgeid)


function OnTouch(part)
&#9;if (part.Parent:FindFirstChild(&quot;Humanoid&quot;) ~= nil) then
&#9;&#9;local p = game.Players:GetPlayerFromCharacter(part.Parent)
&#9;&#9;if (p ~= nil) then
&#9;&#9;&#9;print(&quot;Awarding BadgeID: &quot; ..script.Parent.BadgeID.Value .. &quot; to UserID: &quot; .. p.userId)
&#9;&#9;&#9;local b = game:GetService(&quot;BadgeService&quot;)
&#9;&#9;&#9;b:AwardBadge(p.userId, script.Parent.BadgeID.Value)
&#9;&#9;end
&#9;end
end

script.Parent.Touched:connect(OnTouch)
</ProtectedString>
							</Properties>
						</Item>
						<Item class="IntValue" referent="RBX16">
							<Properties>
								<string name="Name">BadgeID</string>
								<int name="Value">54550194</int>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX17">
				<Properties>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Lighting</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
				<Item class="Model" referent="RBX18">
					<Properties>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Mario</string>
						<Ref name="PrimaryPart">null</Ref>
					</Properties>
					<Item class="Part" referent="RBX19">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float 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>12.7848415</X>
								<Y>55.0010986</Y>
								<Z>4.22759819</Z>
								<R00>-0.48631981</R00>
								<R01>-1.08436998e-005</R01>
								<R02>0.873780847</R02>
								<R10>-4.17758638e-005</R10>
								<R11>1</R11>
								<R12>-1.0841085e-005</R12>
								<R20>-0.873780847</R20>
								<R21>-4.17751871e-005</R21>
								<R22>-0.48631984</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float 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">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="RBX20">
							<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="RBX21">
							<Properties>
								<token name="Face">5</token>
								<string name="Name">face</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>rbxasset://textures/face.png</url></Content>
								<float name="Transparency">0</float>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX22">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float 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>12.7848415</X>
								<Y>53.5010986</Y>
								<Z>4.22759819</Z>
								<R00>-0.48631981</R00>
								<R01>-1.08436998e-005</R01>
								<R02>0.873780847</R02>
								<R10>-4.17758638e-005</R10>
								<R11>1</R11>
								<R12>-1.0841085e-005</R12>
								<R20>-0.873780847</R20>
								<R21>-4.17751871e-005</R21>
								<R22>-0.48631984</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<float name="Elasticity">0.5</float>
							<float name="Friction">0.300000012</float>
							<float name="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">2</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</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">2</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<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="SpecialMesh" referent="RBX23">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>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="RBX24">
						<Properties>
							<bool name="Anchored">false</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
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						</Item>
					</Item>
					<Item class="Humanoid" referent="RBX32">
						<Properties>
							<float name="Health">100</float>
							<float name="MaxHealth">100</float>
							<string name="Name">Humanoid</string>
							<token name="NameOcclusion">0</token>
							<float name="WalkSpeed">16</float>
						</Properties>
					</Item>
					<Item class="LocalScript" referent="RBX33">
						<Properties>
							<bool name="Disabled">true</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Animate</string>
							<ProtectedString name="Source">function waitForChild(parent, childName)
&#9;local child = parent:findFirstChild(childName)
&#9;if child then return child end
&#9;while true do
&#9;&#9;child = parent.ChildAdded:wait()
&#9;&#9;if child.Name==childName then return child end
&#9;end
end

-- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

-- functions

function onRunning(speed)
&#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;
end

function onJumping()
&#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 onFallingDown()
&#9;pose = &quot;FallingDown&quot;
end

function onSeated()
&#9;pose = &quot;Seated&quot;
end

function onPlatformStanding()
&#9;pose = &quot;PlatformStanding&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


-- same as jump for now

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 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;for _, kid in ipairs(Figure:GetChildren()) do
&#9;&#9;if kid.className == &quot;Tool&quot; then return kid end
&#9;end
&#9;return nil
end

function getToolAnim(tool)
&#9;for _, c in ipairs(tool:GetChildren()) do
&#9;&#9;if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
&#9;&#9;&#9;return c
&#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;FreeFall&quot;) then
&#9;&#9;moveFreeFall()
&#9;&#9;return
&#9;end
 
&#9;if (pose == &quot;Seated&quot;) then
&#9;&#9;moveSit()
&#9;&#9;return
&#9;end

&#9;local climbFudge = 0
&#9;
&#9;if (pose == &quot;Running&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.15
&#9;&#9;LeftShoulder.MaxVelocity = 0.15
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;elseif (pose == &quot;Climbing&quot;) then
&#9;&#9;RightShoulder.MaxVelocity = 0.5 
&#9;&#9;LeftShoulder.MaxVelocity = 0.5
&#9;&#9;amplitude = 1
&#9;&#9;frequency = 9
&#9;&#9;climbFudge = 3.14
&#9;else
&#9;&#9;amplitude = 0.1
&#9;&#9;frequency = 1
&#9;end

&#9;desiredAngle = amplitude * math.sin(time*frequency)

&#9;RightShoulder.DesiredAngle = desiredAngle + climbFudge
&#9;LeftShoulder.DesiredAngle = desiredAngle - climbFudge
&#9;RightHip.DesiredAngle = -desiredAngle
&#9;LeftHip.DesiredAngle = -desiredAngle


&#9;local tool = getTool()

&#9;if tool then
&#9;
&#9;&#9;animStringValueObject = getToolAnim(tool)

&#9;&#9;if animStringValueObject 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

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)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
&#9;local _, time = wait(0.1)
&#9;move(time)
end
</ProtectedString>
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							<int name="BrickColor">1009</int>
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				<Item class="HopperBin" referent="RBX1000">
					<Properties>
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						<string name="Name">Mario Bros</string>
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							<string name="Name">Main</string>
							<ProtectedString name="Source">--[[
Things left to do:
Add goomba enemies. (done)
Add koopa enemies. (low priority)
Add invincibility.
Add sprinting.
Add fireballs.
]]

local camera; -- CurrentCamera
local character; -- Actual Character
local player; -- Player Object
local char; -- Pseudo-Character (Mario)
local map; -- Game Map
local hopper=script.Parent; -- HopperBin
local walkspeed=22; -- Speed at which Mario walks
local followee; -- The part the camera will follow.
local followee_target_pos; -- The bodyPosition inside followee.
local new_gravity=9.81; -- acceleration in studs/second the player will see.
local low_grav; -- BodyForce object in char&apos;s Torso.
local jump_seconds=.3; -- Maximum amount of time you can hold space to cause a higher jump
local jump_speed=45; -- Speed the player jumps at.
local all_parts; -- A table holding all parts in the mario map.
local current_status=&quot;noob&quot;; --noob, bro, or pro. Pro has fireballz! :U
local Lives=2; -- number of lives player has
local motor1;
local motor2;
local motor3;
local motor4;
local motor5;
local damage_proof=false;
local invincible=false;
local enemies={};
local CloseLoop=0;

function PowerUp(char, original, next)
if original==&quot;noob&quot; and next==&quot;bro&quot; then
for i,v in pairs(char:GetChildren()) do
if v:findFirstChild(&quot;Mesh&quot;)~=nil then
if v.Name==&quot;Head&quot; then
v.Mesh.Scale=Vector3.new(1.875,1.875,1.875);
else
v.Mesh.Scale=Vector3.new(1.5, 1.5, 1.5);
end
end
end
motor1.C0=CFrame.new(-1.5, -1.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0); motor1.C1=CFrame.new(-0.75, 1.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0);
motor2.C0=CFrame.new(-1.5, 0.75, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0); motor2.C1=CFrame.new(0.75, 0.75, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0);
motor3.C0=CFrame.new(0, 1.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0); motor3.C1=CFrame.new(0, -0.75, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0);
motor4.C0=CFrame.new(1.5, -1.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0); motor4.C1=CFrame.new(0.75, 1.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0);
motor5.C0=CFrame.new(1.5, 0.75, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0); motor5.C1=CFrame.new(-0.75, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0);
end
if original==&quot;bro&quot; and next==&quot;pro&quot; then
char.Torso.BrickColor=BrickColor.new(&quot;White&quot;);
char[&quot;Right Leg&quot;].BrickColor=BrickColor.new(&quot;White&quot;);
char[&quot;Left Leg&quot;].BrickColor=BrickColor.new(&quot;White&quot;);
end
if (original==&quot;pro&quot; and next==&quot;noob&quot;) or (original==&quot;bro&quot; and next==&quot;noob&quot;) then
char.Torso.BrickColor=BrickColor.new(&quot;Bright blue&quot;);
char[&quot;Right Leg&quot;].BrickColor=BrickColor.new(&quot;Bright blue&quot;);
char[&quot;Left Leg&quot;].BrickColor=BrickColor.new(&quot;Bright blue&quot;);
for i,v in pairs(char:GetChildren()) do
if v:findFirstChild(&quot;Mesh&quot;)~=nil then
if v.Name==&quot;Head&quot; then
v.Mesh.Scale=Vector3.new(1.25,1.25,1.25);
else
v.Mesh.Scale=Vector3.new(1, 1, 1);
end
end
end
motor1.C0=CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0); motor1.C1=CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0);
motor2.C0=CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0); motor2.C1=CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0);
motor3.C0=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0); motor3.C1=CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0);
motor4.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0); motor4.C1=CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0);
motor5.C0=CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0); motor5.C1=CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0);
end
end

CoinBlock={{0, 400, 1, &quot;&quot;},{&quot;B+&quot;, 0, 0.5, &quot;&quot;},{&quot;E+&quot;, 0.5, 3.5, &quot;&quot;},};
MarioOverworld={{0, 400, 1, &quot;&quot;},{&quot;F-#&quot;, 0, 1, &quot;&quot;},{&quot;E&quot;, 0, 1, &quot;&quot;},{&quot;D--&quot;, 0, 1, &quot;&quot;},{&quot;F-#&quot;, 1, 1, &quot;&quot;},{&quot;E&quot;, 1, 1, &quot;&quot;},{&quot;D--&quot;, 1, 1, &quot;&quot;},{&quot;F-#&quot;, 3, 1, &quot;&quot;},{&quot;E&quot;, 3, 1, &quot;&quot;},{&quot;D--&quot;, 3, 1, &quot;&quot;},{&quot;D--&quot;, 5, 1, &quot;&quot;},{&quot;F-#&quot;, 5, 1, &quot;&quot;},{&quot;C&quot;, 5, 1, &quot;&quot;},{&quot;D--&quot;, 6, 1, &quot;&quot;},{&quot;F-#&quot;, 6, 1, &quot;&quot;},{&quot;E&quot;, 6, 1, &quot;&quot;},{&quot;G&quot;, 8, 1, &quot;&quot;},{&quot;B&quot;, 8, 1, &quot;&quot;},{&quot;G-&quot;, 8, 1, &quot;&quot;},{&quot;G-&quot;, 12, 1, &quot;&quot;},{&quot;G--&quot;, 12, 1, &quot;&quot;},{&quot;E-&quot;, 16, 1, &quot;&quot;},{&quot;C&quot;, 16, 1, &quot;&quot;},{&quot;G--&quot;, 16, 1, &quot;&quot;},{&quot;G-&quot;, 19, 1, &quot;&quot;},{&quot;C-&quot;, 19, 1, &quot;&quot;},{&quot;E--&quot;, 19, 1, &quot;&quot;},{&quot;E-&quot;, 22, 1, &quot;&quot;},{&quot;G--&quot;, 22, 1, &quot;&quot;},{&quot;C--&quot;, 22, 1, &quot;&quot;},{&quot;F--&quot;, 25, 1, &quot;&quot;},{&quot;C-&quot;, 25, 1, &quot;&quot;},{&quot;A&quot;, 25, 1, &quot;&quot;},{&quot;G--&quot;, 27, 1, &quot;&quot;},{&quot;B&quot;, 27, 1, &quot;&quot;},{&quot;D-&quot;, 27, 1, &quot;&quot;},{&quot;Bb&quot;, 29, 1, &quot;&quot;},{&quot;D-b&quot;, 29, 1, &quot;&quot;},{&quot;G--b&quot;, 29, 1, &quot;&quot;},{&quot;A&quot;, 30, 1, &quot;&quot;},{&quot;C-&quot;, 30, 1, &quot;&quot;},{&quot;F--&quot;, 30, 1, &quot;&quot;},{&quot;C-&quot;, 32, 1.33333333333, &quot;&quot;},{&quot;G-&quot;, 32, 1.33333333333, &quot;&quot;},{&quot;E--&quot;, 32, 1.33333333333, &quot;&quot;},{&quot;C-&quot;, 33.32, 1.33333333333, &quot;&quot;},{&quot;G-&quot;, 33.32, 1.33333333333, &quot;&quot;},{&quot;E&quot;, 33.32, 1.33333333333, &quot;&quot;},{&quot;G&quot;, 34.68, 1.33333333333, &quot;&quot;},{&quot;B&quot;, 34.68, 1.33333333333, &quot;&quot;},{&quot;E-&quot;, 34.68, 1.33333333333, &quot;&quot;},{&quot;A+&quot;, 36, 1, &quot;&quot;},{&quot;C&quot;, 36, 1, &quot;&quot;},{&quot;F-&quot;, 36, 1, &quot;&quot;},{&quot;A&quot;, 38, 1, &quot;&quot;},{&quot;F&quot;, 38, 1, &quot;&quot;},{&quot;D-&quot;, 38, 1, &quot;&quot;},{&quot;G&quot;, 39, 1, &quot;&quot;},{&quot;B&quot;, 39, 1, &quot;&quot;},{&quot;E-&quot;, 39, 1, &quot;&quot;},{&quot;E&quot;, 41, 1, &quot;&quot;},{&quot;A&quot;, 41, 1, &quot;&quot;},{&quot;C-&quot;, 41, 1, &quot;&quot;},{&quot;C&quot;, 43, 1, &quot;&quot;},{&quot;E-&quot;, 43, 1, &quot;&quot;},{&quot;A-&quot;, 43, 1, &quot;&quot;},{&quot;D&quot;, 44, 1, &quot;&quot;},{&quot;F-&quot;, 44, 1, &quot;&quot;},{&quot;B-&quot;, 44, 1, &quot;&quot;},{&quot;B&quot;, 45, 1, &quot;&quot;},{&quot;D-&quot;, 45, 1, &quot;&quot;},{&quot;G--&quot;, 45, 1, &quot;&quot;},{&quot;C&quot;, 48, 1, &quot;&quot;},{&quot;E-&quot;, 48, 1, &quot;&quot;},{&quot;G--&quot;, 48, 1, &quot;&quot;},{&quot;G-&quot;, 51, 1, &quot;&quot;},{&quot;C-&quot;, 51, 1, &quot;&quot;},{&quot;E--&quot;, 51, 1, &quot;&quot;},{&quot;E-&quot;, 54, 1, &quot;&quot;},{&quot;G--&quot;, 54, 1, &quot;&quot;},{&quot;C--&quot;, 54, 1, &quot;&quot;},{&quot;F--&quot;, 57, 1, &quot;&quot;},{&quot;C-&quot;, 57, 1, &quot;&quot;},{&quot;A&quot;, 57, 1, &quot;&quot;},{&quot;B&quot;, 59, 1, &quot;&quot;},{&quot;G--&quot;, 59, 1, &quot;&quot;},{&quot;D-&quot;, 59, 1, &quot;&quot;},{&quot;D-b&quot;, 61, 1, &quot;&quot;},{&quot;Bb&quot;, 61, 1, &quot;&quot;},{&quot;G--b&quot;, 61, 1, &quot;&quot;},{&quot;F--&quot;, 62, 1, &quot;&quot;},{&quot;C-&quot;, 62, 1, &quot;&quot;},{&quot;A&quot;, 62, 1, &quot;&quot;},{&quot;C-&quot;, 64, 1.3333333333333, &quot;&quot;},{&quot;G-&quot;, 64, 1.3333333333333, &quot;&quot;},{&quot;E--&quot;, 64, 1.3333333333333, &quot;&quot;},{&quot;G-&quot;, 65.32, 1.3333333333333, &quot;&quot;},{&quot;E&quot;, 65.32, 1.3333333333333, &quot;&quot;},{&quot;C-&quot;, 65.32, 1.3333333333333, &quot;&quot;},{&quot;G&quot;, 66.68, 1.3333333333333, &quot;&quot;},{&quot;B&quot;, 66.68, 1.3333333333333, &quot;&quot;},{&quot;E-&quot;, 66.68, 1.3333333333333, &quot;&quot;},{&quot;A+&quot;, 68, 1, &quot;&quot;},{&quot;C&quot;, 68, 1, &quot;&quot;},{&quot;F-&quot;, 68, 1, &quot;&quot;},{&quot;F&quot;, 70, 1, &quot;&quot;},{&quot;A&quot;, 70, 1, &quot;&quot;},{&quot;D-&quot;, 70, 1, &quot;&quot;},{&quot;G&quot;, 71, 1, &quot;&quot;},{&quot;B&quot;, 71, 1, &quot;&quot;},{&quot;E-&quot;, 71, 1, &quot;&quot;},{&quot;E&quot;, 73, 1, &quot;&quot;},{&quot;A&quot;, 73, 1, &quot;&quot;},{&quot;C-&quot;, 73, 1, &quot;&quot;},{&quot;C&quot;, 75, 1, &quot;&quot;},{&quot;E-&quot;, 75, 1, &quot;&quot;},{&quot;A-&quot;, 75, 1, &quot;&quot;},{&quot;D&quot;, 76, 1, &quot;&quot;},{&quot;F-&quot;, 76, 1, &quot;&quot;},{&quot;B-&quot;, 76, 1, &quot;&quot;},{&quot;D-&quot;, 77, 1, &quot;&quot;},{&quot;B&quot;, 77, 1, &quot;&quot;},{&quot;G--&quot;, 77, 1, &quot;&quot;},{&quot;C--&quot;, 80, 1, &quot;&quot;},{&quot;G&quot;, 82, 1, &quot;&quot;},{&quot;E&quot;, 82, 1, &quot;&quot;},{&quot;E--&quot;, 83, 1, &quot;&quot;},{&quot;Eb&quot;, 83, 1, &quot;&quot;},{&quot;Gb&quot;, 83, 1, &quot;&quot;},{&quot;F&quot;, 84, 1, &quot;&quot;},{&quot;D&quot;, 84, 1, &quot;&quot;},{&quot;D#&quot;, 85, 1, &quot;&quot;},{&quot;B&quot;, 85, 1, &quot;&quot;},{&quot;C-&quot;, 86, 1, &quot;&quot;},{&quot;E&quot;, 87, 1, &quot;&quot;},{&quot;C&quot;, 87, 1, &quot;&quot;},{&quot;F--&quot;, 88, 1, &quot;&quot;},{&quot;E-&quot;, 89, 1, &quot;&quot;},{&quot;G-&quot;, 89, 1, &quot;&quot;},{&quot;F-&quot;, 90, 1, &quot;&quot;},{&quot;A&quot;, 90, 1, &quot;&quot;},{&quot;G-&quot;, 91, 1, &quot;&quot;},{&quot;C&quot;, 91, 1, &quot;&quot;},{&quot;C-&quot;, 91, 1, &quot;&quot;},{&quot;C-&quot;, 92, 1, &quot;&quot;},{&quot;C-&quot;, 93, 1, &quot;&quot;},{&quot;A&quot;, 93, 1, &quot;&quot;},{&quot;F--&quot;, 94, 1, &quot;&quot;},{&quot;E-&quot;, 94, 1, &quot;&quot;},{&quot;C&quot;, 94, 1, &quot;&quot;},{&quot;F-&quot;, 95, 1, &quot;&quot;},{&quot;D&quot;, 95, 1, &quot;&quot;},{&quot;C--&quot;, 96, 1, &quot;&quot;},{&quot;E&quot;, 98, 1, &quot;&quot;},{&quot;G&quot;, 98, 1, &quot;&quot;},{&quot;E--&quot;, 99, 1, &quot;&quot;},{&quot;Eb&quot;, 99, 1, &quot;&quot;},{&quot;Gb&quot;, 99, 1, &quot;&quot;},{&quot;F&quot;, 100, 1, &quot;&quot;},{&quot;D&quot;, 100, 1, &quot;&quot;},{&quot;D#&quot;, 101, 1, &quot;&quot;},{&quot;B&quot;, 101, 1, &quot;&quot;},{&quot;G--&quot;, 102, 1, &quot;&quot;},{&quot;C-&quot;, 103, 1, &quot;&quot;},{&quot;C&quot;, 103, 1, &quot;&quot;},{&quot;E&quot;, 103, 1, &quot;&quot;},{&quot;F&quot;, 105, 1, &quot;&quot;},{&quot;C+&quot;, 105, 1, &quot;-&quot;},{&quot;G&quot;, 105, 1, &quot;&quot;},{&quot;C+&quot;, 107, 1, &quot;-&quot;},{&quot;F&quot;, 107, 1, &quot;&quot;},{&quot;G&quot;, 107, 1, &quot;&quot;},{&quot;C+&quot;, 108, 1, &quot;-&quot;},{&quot;F&quot;, 108, 1, &quot;&quot;},{&quot;G&quot;, 108, 1, &quot;&quot;},{&quot;G--&quot;, 110, 1, &quot;&quot;},{&quot;C--&quot;, 112, 1, &quot;&quot;},{&quot;G&quot;, 114, 1, &quot;&quot;},{&quot;E&quot;, 114, 1, &quot;&quot;},{&quot;G--&quot;, 115, 1, &quot;&quot;},{&quot;Eb&quot;, 115, 1, &quot;&quot;},{&quot;Gb&quot;, 115, 1, &quot;&quot;},{&quot;F&quot;, 116, 1, &quot;&quot;},{&quot;D&quot;, 116, 1, &quot;&quot;},{&quot;D#&quot;, 117, 1, &quot;&quot;},{&quot;B#&quot;, 117, 1, &quot;&quot;},{&quot;C-&quot;, 118, 1, &quot;&quot;},{&quot;C&quot;, 119, 1, &quot;&quot;},{&quot;E&quot;, 119, 1, &quot;&quot;},{&quot;F--&quot;, 120, 1, &quot;&quot;},{&quot;E-&quot;, 121, 1, &quot;&quot;},{&quot;G-#&quot;, 121, 1, &quot;&quot;},{&quot;F-&quot;, 122, 1, &quot;&quot;},{&quot;A&quot;, 122, 1, &quot;&quot;},{&quot;G-&quot;, 123, 1, &quot;&quot;},{&quot;C&quot;, 123, 1, &quot;&quot;},{&quot;C-&quot;, 123, 1, &quot;&quot;},{&quot;C-&quot;, 124, 1, &quot;&quot;},{&quot;C-&quot;, 125, 1, &quot;&quot;},{&quot;A&quot;, 125, 1, &quot;&quot;},{&quot;E-&quot;, 126, 1, &quot;&quot;},{&quot;C&quot;, 126, 1, &quot;&quot;},{&quot;F--&quot;, 126, 1, &quot;&quot;},{&quot;F-&quot;, 127, 1, &quot;&quot;},{&quot;D&quot;, 127, 1, &quot;&quot;},{&quot;C--&quot;, 128, 1, &quot;&quot;},{&quot;A-b&quot;, 130, 1, &quot;&quot;},{&quot;Ab&quot;, 130, 1, &quot;&quot;},{&quot;Eb&quot;, 130, 1, &quot;&quot;},{&quot;B-b&quot;, 133, 1, &quot;&quot;},{&quot;F-&quot;, 133, 1, &quot;&quot;},{&quot;D&quot;, 133, 1, &quot;&quot;},{&quot;C&quot;, 136, 1, &quot;&quot;},{&quot;E-&quot;, 136, 1, &quot;&quot;},{&quot;C-&quot;, 136, 1, &quot;&quot;},{&quot;G--&quot;, 139, 1, &quot;&quot;},{&quot;G--&quot;, 140, 1, &quot;&quot;},{&quot;C--&quot;, 142, 1, &quot;&quot;},{&quot;A--b&quot;, 144, 1, &quot;&quot;},{&quot;Ab&quot;, 144, 1, &quot;&quot;},{&quot;C&quot;, 144, 1, &quot;&quot;},{&quot;Ab&quot;, 145, 1, &quot;&quot;},{&quot;C&quot;, 145, 1, &quot;&quot;},{&quot;C&quot;, 147, 1, &quot;&quot;},{&quot;Ab&quot;, 147, 1, &quot;&quot;},{&quot;E--b&quot;, 147, 1, &quot;&quot;},{&quot;Ab&quot;, 149, 1, &quot;&quot;},{&quot;C&quot;, 149, 1, &quot;&quot;},{&quot;Bb&quot;, 150, 1, &quot;&quot;},{&quot;D&quot;, 150, 1, &quot;&quot;},{&quot;A-b&quot;, 150, 1, &quot;&quot;},{&quot;G--&quot;, 152, 1, &quot;&quot;},{&quot;G-&quot;, 152, 1, &quot;&quot;},{&quot;E&quot;, 152, 1, &quot;&quot;},{&quot;C&quot;, 153, 1, &quot;&quot;},{&quot;E-&quot;, 153, 1, &quot;&quot;},{&quot;A&quot;, 155, 1, &quot;&quot;},{&quot;E-&quot;, 155, 1, &quot;&quot;},{&quot;C--&quot;, 155, 1, &quot;&quot;},{&quot;C-&quot;, 156, 1, &quot;&quot;},{&quot;G-&quot;, 156, 1, &quot;&quot;},{&quot;G---&quot;, 158, 1, &quot;&quot;},{&quot;Ab&quot;, 160, 1, &quot;&quot;},{&quot;C&quot;, 160, 1, &quot;&quot;},{&quot;A--b&quot;, 160, 1, &quot;&quot;},{&quot;C&quot;, 161, 1, &quot;&quot;},{&quot;Ab&quot;, 161, 1, &quot;&quot;},{&quot;C&quot;, 163, 1, &quot;&quot;},{&quot;Ab&quot;, 163, 1, &quot;&quot;},{&quot;E--b&quot;, 163, 1, &quot;&quot;},{&quot;C&quot;, 165, 1, &quot;&quot;},{&quot;Ab&quot;, 165, 1, &quot;&quot;},{&quot;D&quot;, 166, 1, &quot;&quot;},{&quot;Bb&quot;, 166, 1, &quot;&quot;},{&quot;A-b&quot;, 166, 1, &quot;&quot;},{&quot;G-&quot;, 167, 1, &quot;&quot;},{&quot;E&quot;, 167, 1, &quot;&quot;},{&quot;G--&quot;, 168, 1, &quot;&quot;},{&quot;C--&quot;, 171, 1, &quot;&quot;},{&quot;G---&quot;, 174, 1, &quot;&quot;},{&quot;A--b&quot;, 176, 1, &quot;&quot;},{&quot;Ab&quot;, 176, 1, &quot;&quot;},{&quot;C&quot;, 176, 1, &quot;&quot;},{&quot;C&quot;, 177, 1, &quot;&quot;},{&quot;Ab&quot;, 177, 1, &quot;&quot;},{&quot;Ab&quot;, 179, 1, &quot;&quot;},{&quot;C&quot;, 179, 1, &quot;&quot;},{&quot;E--b&quot;, 179, 1, &quot;&quot;},{&quot;Ab&quot;, 181, 1, &quot;&quot;},{&quot;C&quot;, 181, 1, &quot;&quot;},{&quot;Bb&quot;, 182, 1, &quot;&quot;},{&quot;D&quot;, 182, 1, &quot;&quot;},{&quot;A-b&quot;, 182, 1, &quot;&quot;},{&quot;G-&quot;, 184, 1, &quot;&quot;},{&quot;E&quot;, 184, 1, &quot;&quot;},{&quot;G--&quot;, 184, 1, &quot;&quot;},{&quot;C&quot;, 185, 1, &quot;&quot;},{&quot;E-&quot;, 185, 1, &quot;&quot;},{&quot;C--&quot;, 187, 1, &quot;&quot;},{&quot;E-&quot;, 187, 1, &quot;&quot;},{&quot;A&quot;, 187, 1, &quot;&quot;},{&quot;G-&quot;, 188, 1, &quot;&quot;},{&quot;C-&quot;, 188, 1, &quot;&quot;},{&quot;G---&quot;, 190, 1, &quot;&quot;},{&quot;D--&quot;, 192, 1, &quot;&quot;},{&quot;F-#&quot;, 192, 1, &quot;&quot;},{&quot;E&quot;, 192, 1, &quot;&quot;},{&quot;D--&quot;, 193, 1, &quot;&quot;},{&quot;F-#&quot;, 193, 1, &quot;&quot;},{&quot;E&quot;, 193, 1, &quot;&quot;},{&quot;E&quot;, 195, 1, &quot;&quot;},{&quot;F-#&quot;, 195, 1, &quot;&quot;},{&quot;D--&quot;, 195, 1, &quot;&quot;},{&quot;F-#&quot;, 197, 1, &quot;&quot;},{&quot;C&quot;, 197, 1, &quot;&quot;},{&quot;D--&quot;, 197, 1, &quot;&quot;},{&quot;F-&quot;, 198, 1, &quot;&quot;},{&quot;E&quot;, 198, 1, &quot;&quot;},{&quot;D--&quot;, 198, 1, &quot;&quot;},{&quot;G&quot;, 200, 1, &quot;&quot;},{&quot;B&quot;, 200, 1, &quot;&quot;},{&quot;G-&quot;, 200, 1, &quot;&quot;},{&quot;G-&quot;, 204, 1, &quot;&quot;},{&quot;G--&quot;, 204, 1, &quot;&quot;},{&quot;E-&quot;, 208, 1, &quot;&quot;},{&quot;C&quot;, 208, 1, &quot;&quot;},{&quot;G--&quot;, 208, 1, &quot;&quot;},{&quot;G-&quot;, 211, 1, &quot;&quot;},{&quot;C-&quot;, 211, 1, &quot;&quot;},{&quot;E--&quot;, 211, 1, &quot;&quot;},{&quot;E-&quot;, 214, 1, &quot;&quot;},{&quot;G--&quot;, 214, 1, &quot;&quot;},{&quot;C--&quot;, 214, 1, &quot;&quot;},{&quot;A&quot;, 217, 1, &quot;&quot;},{&quot;C-&quot;, 217, 1, &quot;&quot;},{&quot;F--&quot;, 217, 1, &quot;&quot;},{&quot;G--&quot;, 219, 1, &quot;&quot;},{&quot;D-&quot;, 219, 1, &quot;&quot;},{&quot;B&quot;, 219, 1, &quot;&quot;},{&quot;Bb&quot;, 221, 1, &quot;&quot;},{&quot;D-b&quot;, 221, 1, &quot;&quot;},{&quot;G--b&quot;, 221, 1, &quot;&quot;},{&quot;F--&quot;, 222, 1, &quot;&quot;},{&quot;C-&quot;, 222, 1, &quot;&quot;},{&quot;A&quot;, 222, 1, &quot;&quot;},{&quot;E--&quot;, 224, 1.3333333333333, &quot;&quot;},{&quot;C-&quot;, 224, 1.3333333333333, &quot;&quot;},{&quot;G-&quot;, 224, 1.3333333333333, &quot;&quot;},{&quot;C-&quot;, 225.32, 1.3333333333333, &quot;&quot;},{&quot;G-&quot;, 225.32, 1.3333333333333, &quot;&quot;},{&quot;E&quot;, 225.32, 1.3333333333333, &quot;&quot;},{&quot;G&quot;, 226.68, 1.3333333333333, &quot;&quot;},{&quot;B&quot;, 226.68, 1.3333333333333, &quot;&quot;},{&quot;E-&quot;, 226.68, 1.3333333333333, &quot;&quot;},{&quot;C&quot;, 228, 1, &quot;&quot;},{&quot;A+&quot;, 228, 1, &quot;&quot;},{&quot;F-&quot;, 228, 1, &quot;&quot;},{&quot;D-&quot;, 230, 1, &quot;&quot;},{&quot;A&quot;, 230, 1, &quot;&quot;},{&quot;F&quot;, 230, 1, &quot;&quot;},{&quot;E-&quot;, 231, 1, &quot;&quot;},{&quot;B&quot;, 231, 1, &quot;&quot;},{&quot;G&quot;, 231, 1, &quot;&quot;},{&quot;A&quot;, 233, 1, &quot;&quot;},{&quot;E&quot;, 233, 1, &quot;&quot;},{&quot;C-&quot;, 233, 1, &quot;&quot;},{&quot;A-&quot;, 235, 1, &quot;&quot;},{&quot;E-&quot;, 235, 1, &quot;&quot;},{&quot;C&quot;, 235, 1, &quot;&quot;},{&quot;D&quot;, 236, 1, &quot;&quot;},{&quot;F-&quot;, 236, 1, &quot;&quot;},{&quot;B-&quot;, 236, 1, &quot;&quot;},{&quot;G--&quot;, 237, 1, &quot;&quot;},{&quot;D-&quot;, 237, 1, &quot;&quot;},{&quot;B&quot;, 237, 1, &quot;&quot;},{&quot;E-&quot;, 240, 1, &quot;&quot;},{&quot;C&quot;, 240, 1, &quot;&quot;},{&quot;G--&quot;, 240, 1, &quot;&quot;},{&quot;C-&quot;, 243, 1, &quot;&quot;},{&quot;G-&quot;, 243, 1, &quot;&quot;},{&quot;E--&quot;, 243, 1, &quot;&quot;},{&quot;C--&quot;, 246, 1, &quot;&quot;},{&quot;G--&quot;, 246, 1, &quot;&quot;},{&quot;E-&quot;, 246, 1, &quot;&quot;},{&quot;F--&quot;, 249, 1, &quot;&quot;},{&quot;C-&quot;, 249, 1, &quot;&quot;},{&quot;A&quot;, 249, 1, &quot;&quot;},{&quot;B&quot;, 251, 1, &quot;&quot;},{&quot;D-&quot;, 251, 1, &quot;&quot;},{&quot;G--&quot;, 251, 1, &quot;&quot;},{&quot;D-b&quot;, 253, 1, &quot;&quot;},{&quot;Bb&quot;, 253, 1, &quot;&quot;},{&quot;G--b&quot;, 253, 1, &quot;&quot;},{&quot;A&quot;, 254, 1, 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&quot;&quot;},{&quot;E-&quot;, 467, 1, &quot;&quot;},{&quot;F--#&quot;, 467, 1, &quot;&quot;},{&quot;G--&quot;, 468, 1, &quot;&quot;},{&quot;C-&quot;, 470, 1, &quot;&quot;},{&quot;E-&quot;, 470, 1, &quot;&quot;},{&quot;G-#&quot;, 470, 1, &quot;&quot;},{&quot;F--&quot;, 472, 1, &quot;&quot;},{&quot;F-&quot;, 472, 1, &quot;&quot;},{&quot;A&quot;, 472, 1, &quot;&quot;},{&quot;C&quot;, 473, 1, &quot;&quot;},{&quot;F&quot;, 473, 1, &quot;&quot;},{&quot;F--&quot;, 474, 1, &quot;&quot;},{&quot;F&quot;, 475, 1, &quot;&quot;},{&quot;C&quot;, 475, 1, &quot;&quot;},{&quot;A&quot;, 476, 1, &quot;&quot;},{&quot;F-&quot;, 476, 1, &quot;&quot;},{&quot;C-&quot;, 476, 1, &quot;&quot;},{&quot;C-&quot;, 477, 1, &quot;&quot;},{&quot;F--&quot;, 478, 1, &quot;&quot;},{&quot;G-&quot;, 480, 1.333333333333333333, &quot;&quot;},{&quot;B&quot;, 480, 1.333333333333333333, &quot;&quot;},{&quot;D--&quot;, 480, 1, &quot;&quot;},{&quot;A+&quot;, 481.32, 1.333333333333333333, &quot;&quot;},{&quot;F&quot;, 481.32, 1.333333333333333333, &quot;&quot;},{&quot;A+&quot;, 482.68, 1.333333333333333333, &quot;&quot;},{&quot;F&quot;, 482.68, 1.333333333333333333, &quot;&quot;},{&quot;F--&quot;, 483, 1, &quot;&quot;},{&quot;A+&quot;, 484, 1.333333333333333333, &quot;&quot;},{&quot;F&quot;, 484, 1.333333333333333333, &quot;&quot;},{&quot;G--&quot;, 484, 1, &quot;&quot;},{&quot;G&quot;, 485.32, 1.333333333333333333, &quot;&quot;},{&quot;E&quot;, 485.32, 1.333333333333333333, &quot;&quot;},{&quot;B-&quot;, 486, 1, &quot;&quot;},{&quot;F&quot;, 486.68, 1.333333333333333333, &quot;&quot;},{&quot;D&quot;, 486.68, 1.333333333333333333, &quot;&quot;},{&quot;G--&quot;, 488, 1, &quot;&quot;},{&quot;E&quot;, 488, 1, &quot;&quot;},{&quot;C&quot;, 488, 1, &quot;&quot;},{&quot;C&quot;, 489, 1, &quot;&quot;},{&quot;A&quot;, 489, 1, &quot;&quot;},{&quot;G--&quot;, 490, 1, &quot;&quot;},{&quot;F-&quot;, 491, 1, &quot;&quot;},{&quot;A&quot;, 491, 1, &quot;&quot;},{&quot;G-&quot;, 492, 1, &quot;&quot;},{&quot;E-&quot;, 492, 1, &quot;&quot;},{&quot;C-&quot;, 492, 1, &quot;&quot;},{&quot;C-&quot;, 493, 1, &quot;&quot;},{&quot;G--&quot;, 494, 1, &quot;&quot;},{&quot;E&quot;, 496, 1, &quot;&quot;},{&quot;C&quot;, 496, 1, &quot;&quot;},{&quot;C--&quot;, 496, 1, &quot;&quot;},{&quot;C&quot;, 497, 1, &quot;&quot;},{&quot;A&quot;, 497, 1, &quot;&quot;},{&quot;F--#&quot;, 499, 1, &quot;&quot;},{&quot;E-&quot;, 499, 1, &quot;&quot;},{&quot;G-&quot;, 499, 1, &quot;&quot;},{&quot;G--&quot;, 500, 1, &quot;&quot;},{&quot;C-&quot;, 502, 1, &quot;&quot;},{&quot;E-&quot;, 502, 1, &quot;&quot;},{&quot;G-#&quot;, 502, 1, &quot;&quot;},{&quot;F-&quot;, 504, 1, &quot;&quot;},{&quot;A&quot;, 504, 1, &quot;&quot;},{&quot;F--&quot;, 504, 1, &quot;&quot;},{&quot;C&quot;, 505, 1, &quot;&quot;},{&quot;F&quot;, 505, 1, &quot;&quot;},{&quot;F--&quot;, 506, 1, &quot;&quot;},{&quot;F&quot;, 507, 1, &quot;&quot;},{&quot;C&quot;, 507, 1, &quot;&quot;},{&quot;A&quot;, 508, 1, &quot;&quot;},{&quot;F-&quot;, 508, 1, &quot;&quot;},{&quot;C-&quot;, 508, 1, &quot;&quot;},{&quot;C-&quot;, 509, 1, &quot;&quot;},{&quot;F--&quot;, 510, 1, &quot;&quot;},{&quot;G-&quot;, 512, 1, &quot;&quot;},{&quot;B&quot;, 512, 1, &quot;&quot;},{&quot;G--&quot;, 512, 1, &quot;&quot;},{&quot;D&quot;, 513, 1, &quot;&quot;},{&quot;F&quot;, 513, 1, &quot;&quot;},{&quot;D&quot;, 515, 1, &quot;&quot;},{&quot;F&quot;, 515, 1, &quot;&quot;},{&quot;G--&quot;, 515, 1, &quot;&quot;},{&quot;F&quot;, 516, 1.3333333333, &quot;&quot;},{&quot;D&quot;, 516, 1.3333333333, &quot;&quot;},{&quot;G--&quot;, 516, 1.3333333333, &quot;&quot;},{&quot;A-&quot;, 517.32, 1.3333333333, &quot;&quot;},{&quot;E&quot;, 517.32, 1.3333333333, &quot;&quot;},{&quot;C&quot;, 517.32, 1.3333333333, &quot;&quot;},{&quot;B-&quot;, 518.68, 1.3333333333, &quot;&quot;},{&quot;D&quot;, 518.68, 1.3333333333, &quot;&quot;},{&quot;B&quot;, 518.68, 1.3333333333, &quot;&quot;},{&quot;C&quot;, 520, 1, &quot;&quot;},{&quot;G-&quot;, 520, 1, &quot;&quot;},{&quot;C-&quot;, 520, 1, &quot;&quot;},{&quot;E-&quot;, 521, 1, &quot;&quot;},{&quot;G--&quot;, 522, 1, &quot;&quot;},{&quot;E-&quot;, 523, 1, &quot;&quot;},{&quot;C-&quot;, 524, 1, &quot;&quot;},{&quot;C--&quot;, 524, 1, &quot;&quot;},{&quot;E---&quot;, 528, .00000001, &quot;&quot;},};
Death={{0, 400, 1, &quot;&quot;},{&quot;C&quot;, 0, 0.25, &quot;&quot;},{&quot;C#&quot;, 0.25, 0.25, &quot;&quot;},{&quot;D&quot;, 0.5, 0.5, &quot;&quot;},{&quot;G--&quot;, 4, 1, &quot;&quot;},{&quot;G-&quot;, 4, 1, &quot;&quot;},{&quot;B&quot;, 4, 1, &quot;&quot;},{&quot;D&quot;, 5, 1, &quot;&quot;},{&quot;F&quot;, 5, 1, &quot;&quot;},{&quot;F&quot;, 7, 1, &quot;&quot;},{&quot;D&quot;, 7, 1, &quot;&quot;},{&quot;G--&quot;, 7, 1, &quot;&quot;},{&quot;F&quot;, 8, 1.3333333333333, &quot;&quot;},{&quot;D&quot;, 8, 1.3333333333333, &quot;&quot;},{&quot;G--&quot;, 8, 1.3333333333333, &quot;&quot;},{&quot;A-&quot;, 9.32, 1.3333333333333, &quot;&quot;},{&quot;E&quot;, 9.32, 1.3333333333333, &quot;&quot;},{&quot;C&quot;, 9.32, 1.3333333333333, &quot;&quot;},{&quot;B-&quot;, 10.68, 1.3333333333333, &quot;&quot;},{&quot;D&quot;, 10.68, 1.3333333333333, &quot;&quot;},{&quot;B&quot;, 10.68, 1.3333333333333, &quot;&quot;},{&quot;C&quot;, 12, 1, &quot;&quot;},{&quot;G-&quot;, 12, 1, &quot;&quot;},{&quot;C-&quot;, 12, 1, &quot;&quot;},{&quot;E-&quot;, 13, 1, &quot;&quot;},{&quot;G--&quot;, 14, 1, &quot;&quot;},{&quot;E-&quot;, 15, 1, &quot;&quot;},{&quot;C-&quot;, 16, 1, &quot;&quot;},{&quot;C--&quot;, 16, 1, &quot;&quot;},};
GameOver={{0, 400, 1, &quot;&quot;},{&quot;G--&quot;, 0, 1, &quot;&quot;},{&quot;E-&quot;, 0, 1, &quot;&quot;},{&quot;C&quot;, 0, 1, &quot;&quot;},{&quot;G-&quot;, 3, 1, &quot;&quot;},{&quot;C-&quot;, 3, 1, &quot;&quot;},{&quot;E--&quot;, 3, 1, &quot;&quot;},{&quot;E-&quot;, 6, 2, &quot;&quot;},{&quot;G--&quot;, 6, 2, &quot;&quot;},{&quot;C--&quot;, 6, 2, &quot;&quot;},{&quot;F--&quot;, 8, 4, &quot;&quot;},{&quot;F-&quot;, 8, 4, &quot;&quot;},{&quot;A&quot;, 8, 1.33333333333333, &quot;&quot;},{&quot;B&quot;, 9.32, 1.33333333333333, &quot;&quot;},{&quot;A&quot;, 10.68, 1.33333333333333, &quot;&quot;},{&quot;F-&quot;, 12, 6, &quot;&quot;},{&quot;D--b&quot;, 12, 6, &quot;&quot;},{&quot;Ab&quot;, 12, 2, &quot;&quot;},{&quot;Bb&quot;, 14, 2, &quot;&quot;},{&quot;Ab&quot;, 16, 2, &quot;&quot;},{&quot;C--&quot;, 18, 6, &quot;&quot;},{&quot;G-&quot;, 18, 6, &quot;&quot;},{&quot;E-&quot;, 18, 1, &quot;&quot;},{&quot;D-&quot;, 19, 1, &quot;&quot;},{&quot;E-&quot;, 20, 4, &quot;&quot;},};

keys={
&#9;down=function(k) table.insert(keys.list,k); end,
&#9;up=function(k) for i=#keys.list,1,-1 do if keys.list[i]==k then table.remove(keys.list,i); end end end,
&#9;check=function(k) for i,v in pairs(keys.list) do if k==v then return true; end end return false; end,
&#9;list={}
}

function convertToNumber(letter)  letter, up_scale = string.gsub(letter, &quot;%+&quot;, &quot;&quot;);  letter, down_scale = string.gsub(letter, &quot;%-&quot;, &quot;&quot;);  base=49+up_scale*12-down_scale*12;  letter, sharp = string.gsub(letter, &quot;%#&quot;, &quot;&quot;);  letter, flat = string.gsub(letter, &quot;b&quot;, &quot;&quot;);  if letter==&quot;A&quot; then return base + sharp - flat; end  if letter==&quot;B&quot; then return base + sharp - flat + 2; end  if letter==&quot;C&quot; then return base + sharp - flat + 3; end  if letter==&quot;D&quot; then return base + sharp - flat + 5; end  if letter==&quot;E&quot; then return base + sharp - flat + 7; end  if letter==&quot;F&quot; then return base + sharp - flat + 8; end  if letter==&quot;G&quot; then return base + sharp - flat + 10; end  end
function Play(song, position, channels, StopOnDeath)    local CurrentVolume=1;    local SoundInstances={};  for i=1,channels do  s=Instance.new(&quot;Sound&quot;, camera); s.SoundId=&quot;rbxasset://sounds/electronicpingshort.wav&quot;; s.Volume=CurrentVolume;  SoundInstances[i]={s, true};  end    local Location=position;  local FinalBeat=1;    for i,v in pairs(song) do  if type(v[1])==&quot;string&quot; then FinalBeat=math.max(v[2]+v[3], FinalBeat); end  end    local BPM=120;  local index=1;    for i=1,#song do  if type(song[i][1])==&quot;number&quot; then  if song[i][1]&lt;position then  BPM=song[i][2];  CurrentVolume=song[i][3];  for i,v in pairs(SoundInstances) do  v[1].Volume=song[i][3];  end  index=i+1;  end  else  if song[i][2]&lt;position then  index=i+1;  end  end  end    while Location&lt;FinalBeat do      while song[index]~=nil and ((type(song[index][1])==&quot;number&quot; and song[index][1]&lt;=Location) or (song[index][2]&lt;=Location)) do    local note=song[index];  if (type(song[index][1]))==&quot;string&quot; then  &#9;local ChosenSoundObject=nil; for i,v in pairs(SoundInstances) do if ChosenSoundObject==nil and v[2] then ChosenSoundObject=v; end end  &#9;if ChosenSoundObject==nil then  &#9;&#9;s=Instance.new(&quot;Sound&quot;, camera); s.SoundId=&quot;rbxasset://sounds/electronicpingshort.wav&quot;; s.Volume=CurrentVolume;  &#9;&#9;SoundInstances[#SoundInstances+1]={s, false};  &#9;&#9;ChosenSoundObject=SoundInstances[#SoundInstances];  &#9;end  &#9;ChosenSoundObject[2]=false;  &#9;ChosenSoundObject[1].Pitch=0.47 * 1.05946309 ^ (convertToNumber(note[1]) - 49);  &#9;ChosenSoundObject[1]:Play();  &#9;Spawn(function()  &#9;&#9;while Location&lt;note[2]+note[3] do wait(); end  &#9;&#9;ChosenSoundObject[1]:Stop();  &#9;&#9;ChosenSoundObject[2]=true;  &#9;end)  else  &#9;BPM=note[2];  &#9;CurrentVolume=note[3];  &#9;for i,v in pairs(SoundInstances) do  &#9;&#9;v[1].Volume=note[3];  &#9;end  end    index=index+1;  end    t=wait();  Location=Location+t*BPM/60;  if StopOnDeath and CloseLoop~=0 then  break;  end  end    for i,v in pairs(SoundInstances) do  &#9;v[1].Volume=0;  &#9;v[1]:Stop();  &#9;v[1].Parent=nil;  end    end

--All raycasting functions below.
inConstraints=function(px,py,pz,cx,cy,cz,p1x,p1y,p1z,p2x,p2y,p2z,p3x,p3y,p3z,p4x,p4y,p4z,p5x,p5y,p5z,p6x,p6y,p6z,exclude) local angle1=1; local angle2=1; local angle3=1; local angle4=1; local angle5=1; local angle6=1; if exclude~=&quot;x&quot; then local vec1x,vec1y,vec1z=unit(p1x-cx,p1y-cy,p1z-cz); local vec2x,vec2y,vec2z=unit(p1x-px,p1y-py,p1z-pz); angle1=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z; vec1x,vec1y,vec1z=unit(p2x-cx,p2y-cy,p2z-cz); vec2x,vec2y,vec2z=unit(p2x-px,p2y-py,p2z-pz); angle2=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z; end if exclude~=&quot;y&quot; then local vec1x,vec1y,vec1z=unit(p3x-cx,p3y-cy,p3z-cz); local vec2x,vec2y,vec2z=unit(p3x-px,p3y-py,p3z-pz); angle3=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z; vec1x,vec1y,vec1z=unit(p4x-cx,p4y-cy,p4z-cz); vec2x,vec2y,vec2z=unit(p4x-px,p4y-py,p4z-pz); angle4=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z; end if exclude~=&quot;z&quot; then local vec1x,vec1y,vec1z=unit(p5x-cx,p5y-cy,p5z-cz); local vec2x,vec2y,vec2z=unit(p5x-px,p5y-py,p5z-pz); angle5=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z; vec1x,vec1y,vec1z=unit(p6x-cx,p6y-cy,p6z-cz); vec2x,vec2y,vec2z=unit(p6x-px,p6y-py,p6z-pz); angle6=vec1x*vec2x+vec1y*vec2y+vec1z*vec2z; end if angle1&gt;=0 and angle2&gt;=0 and angle3&gt;=0 and angle4&gt;=0 and angle5&gt;=0 and angle6&gt;=0 then return true else return false end end
unit=function(x, y, z)  local len=math.sqrt(x*x+y*y+z*z); return x/len, y/len, z/len; end;
rayPlaneIntersect=function(rox, roy, roz, rdx, rdy, rdz, pox, poy, poz, pdx, pdy, pdz) return (-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); end;
check=function(part, rox, roy, roz, rdx, rdy, rdz)  local dist=math.huge; local side=0; local ref=nil; local fhx,fhy,fhz=0,0,0  local plane1=(part.CFrame*CFrame.new(-part.Size.x/2, 0, 0)).p; local plane2=(part.CFrame*CFrame.new(part.Size.x/2, 0, 0)).p; local plane3=(part.CFrame*CFrame.new(0, -part.Size.y/2, 0)).p; local plane4=(part.CFrame*CFrame.new(0, part.Size.y/2, 0)).p; local plane5=(part.CFrame*CFrame.new(0, 0, -part.Size.z/2)).p; local plane6=(part.CFrame*CFrame.new(0, 0, part.Size.z/2)).p; local pos=part.Position;  local pox,poy,poz=plane1.x,plane1.y,plane1.z local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz); local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t; if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;x&quot;)) then dist=t; fhx,fhy,fhz=ix,iy,iz;  ref=part;  side=0;  end  local pox,poy,poz=plane2.x,plane2.y,plane2.z local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz); local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t; if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;x&quot;)) then dist=t; fhx,fhy,fhz=ix,iy,iz;  ref=part;  side=1; end  local pox,poy,poz=plane3.x,plane3.y,plane3.z local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz); local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t; if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;y&quot;)) then dist=t; fhx,fhy,fhz=ix,iy,iz;  ref=part;  side=2; end  local pox,poy,poz=plane4.x,plane4.y,plane4.z local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz); local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t; if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;y&quot;)) then dist=t; fhx,fhy,fhz=ix,iy,iz; ref=part;  side=3; end  local pox,poy,poz=plane5.x,plane5.y,plane5.z local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz); local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t; if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;z&quot;)) then dist=t; fhx,fhy,fhz=ix,iy,iz; ref=part;  side=4; end  local pox,poy,poz=plane6.x,plane6.y,plane6.z local pdx,pdy,pdz=unit(pos.x-pox,pos.y-poy,pos.z-poz); local t=(-rox*pdx-roy*pdy-roz*pdz-(-pox*pdx-poy*pdy-poz*pdz))/(rdx*pdx+rdy*pdy+rdz*pdz); local ix,iy,iz=rox+rdx*t, roy+rdy*t, roz+rdz*t; if t&lt;dist and (inConstraints(ix,iy,iz,pos.x,pos.y,pos.z,plane1.x,plane1.y,plane1.z,plane2.x,plane2.y,plane2.z,plane3.x,plane3.y,plane3.z,plane4.x,plane4.y,plane4.z,plane5.x,plane5.y,plane5.z,plane6.x,plane6.y,plane6.z,&quot;z&quot;)) then dist=t; fhx,fhy,fhz=ix,iy,iz;  ref=part;  side=5; end  if ref~=nil then return ref, Vector3.new(fhx,fhy,fhz), side, dist else return nil; end  end;
raycast=function(parts, ray) local p, pos, side, dist=nil, nil, nil, 5; rox, roy, roz=ray.Origin.x, ray.Origin.y, ray.Origin.z rdx, rdy, rdz=ray.Direction.x, ray.Direction.y, ray.Direction.z for i,part in pairs(parts) do if (ray:ClosestPoint(part.Position)-part.Position).magnitude&lt;part.Size.magnitude then if dist==nil or ((part.Position-Vector3.new(rox, roy, roz)).magnitude-part.Size.magnitude)&lt;dist then local hit,position,s,distance = check(part, rox, roy, roz, rdx, rdy, rdz); if hit~=nil and (dist==nil or distance&lt;dist) then p, pos, side, dist=hit, position, s, distance; end end end end return p, pos, side, dist; end;
function Search(root) local SearchResults={}; for i,v in pairs(root:GetChildren()) do if v:IsA(&quot;Part&quot;) then SearchResults[#SearchResults+1]=v; end for a,b in pairs(Search(v)) do SearchResults[#SearchResults+1]=b; end end return SearchResults; end

function onButton1Down(mouse)

end

function onButton1Up(mouse)

end

function onKeyDown(key,mouse)
&#9;keys.down(key);
&#9;if key==&quot; &quot; then
&#9;&#9;if char:findFirstChild(&quot;Torso&quot;)~=nil then
&#9;&#9;&#9;local hit, position, side, distance=raycast(all_parts, Ray.new(char.Torso.Position,Vector3.new(0,-1,0)));
&#9;&#9;&#9;if (distance or 10)&lt;3.5 then
&#9;&#9;&#9;&#9;low_grav.force=Vector3.new(0, 9.81*20*14, 0);
&#9;&#9;&#9;&#9;char.Torso.Velocity=Vector3.new(0, jump_speed, 0);
&#9;&#9;&#9;&#9;local start_time=tick();
&#9;&#9;&#9;&#9;while keys.check(&quot; &quot;) and tick()-start_time&lt;jump_seconds do wait(); end
&#9;&#9;&#9;&#9;low_grav.force=Vector3.new(0,(9.81-new_gravity)*20*14,0);
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
&#9;if keys.check(&quot;a&quot;) or keys.check(string.char(20)) and not (keys.check(&quot;d&quot;) or keys.check(string.char(19))) then
&#9;&#9;char.Humanoid.WalkSpeed=walkspeed;
&#9;&#9;if char:findFirstChild(&quot;Torso&quot;)~=nil then
&#9;&#9;&#9;char.Humanoid:MoveTo(char.Torso.Position+Vector3.new(-10, 0, 0), followee);
&#9;&#9;end
&#9;elseif keys.check(&quot;d&quot;) or keys.check(string.char(19)) and not (keys.check(&quot;a&quot;) or keys.check(string.char(20))) then
&#9;&#9;char.Humanoid.WalkSpeed=walkspeed;
&#9;&#9;if char:findFirstChild(&quot;Torso&quot;)~=nil then
&#9;&#9;&#9;char.Humanoid:MoveTo(char.Torso.Position+Vector3.new(10, 0, 0), followee);
&#9;&#9;end
&#9;else
&#9;&#9;char.Humanoid.WalkSpeed=0;
&#9;end
end

function onKeyUp(key,mouse)
&#9;keys.up(key);
&#9;if keys.check(&quot;a&quot;) or keys.check(string.char(20)) and not (keys.check(&quot;d&quot;) or keys.check(string.char(19))) then
&#9;&#9;char.Humanoid.WalkSpeed=walkspeed;
&#9;&#9;if char:findFirstChild(&quot;Torso&quot;)~=nil then
&#9;&#9;&#9;char.Humanoid:MoveTo(char.Torso.Position+Vector3.new(-10, 0, 0), followee);
&#9;&#9;end
&#9;elseif keys.check(&quot;d&quot;) or keys.check(string.char(19)) and not (keys.check(&quot;a&quot;) or keys.check(string.char(20))) then
&#9;&#9;char.Humanoid.WalkSpeed=walkspeed;
&#9;&#9;if char:findFirstChild(&quot;Torso&quot;)~=nil then
&#9;&#9;&#9;char.Humanoid:MoveTo(char.Torso.Position+Vector3.new(10, 0, 0), followee);
&#9;&#9;end
&#9;else
&#9;&#9;char.Humanoid.WalkSpeed=0;
&#9;end
end

function onMove(mouse)

end

function ControlEnemies()
while CloseLoop==0 do
for i,v in pairs(enemies) do
if v[2]~=0 and (v[1].Position-char.Torso.Position).magnitude&lt;v[2] then
v[2]=0;
v[1].Velocity=Vector3.new(v[3]*-1, 0, 0);
Spawn(function() while v[1].Parent~=nil do v[1].Velocity=Vector3.new(math.abs(v[3])*(v[1].Velocity.x&lt;=0 and -1 or 1), v[1].Velocity.y, 0); wait(); end end)
end
end
for i=#enemies,1,-1 do
if enemies[i][2]==0 then
table.remove(enemies, i);
end
end
wait(1);
end
end

function onSelected(mouse)
if mouse==nil then return; end
camera=workspace.CurrentCamera;
player=game.Players.LocalPlayer;
character=player.Character;
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() onButton1Up(mouse) end)
mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)
mouse.KeyUp:connect(function(key) onKeyUp(key,mouse) end)
mouse.Move:connect(function() onMove(mouse) end)

followee=Instance.new(&quot;Part&quot;, camera);
followee.Transparency=1;
followee.CanCollide=false;
followee.Anchored=true;
Delay(2, function() followee.Anchored=false; end);
followee_target_pos=Instance.new(&quot;BodyPosition&quot;, followee)

camera.CameraSubject=followee;
camera.CameraType=Enum.CameraType.Attach;

character.Humanoid.WalkSpeed=0;
character.Torso.Anchored=true;

active=true;
local BlockHit=function(hit)
&#9;if char.Torso.Position.y&lt;hit.Position.y and Vector3.new(0,-1,0):Dot((char.Torso.Position-hit.Position).unit)&gt;0.81 then
&#9;&#9;if active then
&#9;&#9;&#9;active=false
&#9;&#9;&#9;local f=string.find(hit.Name, &quot;:&quot;);
&#9;&#9;&#9;if f~=nil then
&#9;&#9;&#9;&#9;local first=string.sub(hit.Name, 1, f-1);
&#9;&#9;&#9;&#9;local second=string.sub(hit.Name, f+1);
&#9;&#9;&#9;&#9;if first==&quot;Coin&quot; then
&#9;&#9;&#9;&#9;&#9;if (tonumber(second) or 0)&gt;1 then
&#9;&#9;&#9;&#9;&#9;&#9;hit.Name=&quot;Coin:&quot;..tostring(tonumber(second)-1);
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;hit.Name=&quot;Part&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;for i,v in pairs(hit:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if v:IsA(&quot;Decal&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;v.Texture=&quot;http://www.roblox.com/asset/?id=12032708&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;Spawn(function() Play(CoinBlock, 0, 2) end);
&#9;&#9;&#9;&#9;&#9;local coin=Instance.new(&quot;Part&quot;);
&#9;&#9;&#9;&#9;&#9;coin.FormFactor=Enum.FormFactor.Symmetric;
&#9;&#9;&#9;&#9;&#9;coin.Size=Vector3.new(4, 1, 4);
&#9;&#9;&#9;&#9;&#9;coin.CFrame=CFrame.new(0, 4, 0)*CFrame.new(hit.Position)*CFrame.Angles(math.pi/2,0,0);
&#9;&#9;&#9;&#9;&#9;coin.BrickColor=BrickColor.new(&quot;Bright yellow&quot;);
&#9;&#9;&#9;&#9;&#9;Instance.new(&quot;CylinderMesh&quot;,coin).Scale=Vector3.new(1,.5,1);
&#9;&#9;&#9;&#9;&#9;coin.RotVelocity=Vector3.new(0, 50, 0);
&#9;&#9;&#9;&#9;&#9;coin.Velocity=Vector3.new(0, 10, 0);
&#9;&#9;&#9;&#9;&#9;coin.Parent=camera;
&#9;&#9;&#9;&#9;&#9;game:GetService(&quot;Debris&quot;):AddItem(coin, 0.5);
&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;wait(.1);
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;if hit.Name==&quot;Break&quot; then
&#9;&#9;&#9;&#9;&#9;if current_status==&quot;noob&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;local pos=hit.CFrame;
&#9;&#9;&#9;&#9;&#9;&#9;for i=0,math.pi,0.5 do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;hit.CFrame=CFrame.new(0, math.sin(i), 0)*pos;
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait();
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;hit.CFrame=pos;
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;local v=game.Lighting.BrickBlock:clone();
&#9;&#9;&#9;&#9;&#9;&#9;for i=#all_parts,1,-1 do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if all_parts[i]==hit then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;table.remove(all_parts, i);
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;hit.Parent=nil;
&#9;&#9;&#9;&#9;&#9;&#9;v.Parent=camera;
&#9;&#9;&#9;&#9;&#9;&#9;for i,a in pairs(v:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;a.CFrame=hit.CFrame*a.Value.Value;
&#9;&#9;&#9;&#9;&#9;&#9;&#9;a.Velocity=Vector3.new(math.random(5,20)*(math.random(0,1)*2-1), math.random(0, 40), 0);
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(.1);
&#9;&#9;&#9;&#9;elseif hit.Name==&quot;Upgrade&quot; then
&#9;&#9;&#9;&#9;&#9;if current_status==&quot;noob&quot; then
&#9;&#9;&#9;&#9;&#9;&#9;--make a red mushroom!
&#9;&#9;&#9;&#9;&#9;&#9;local weld=function(x,y,c0,c1)
&#9;&#9;&#9;&#9;&#9;&#9;if x==y then return end
&#9;&#9;&#9;&#9;&#9;&#9;local weld=Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;weld.Part0=x
&#9;&#9;&#9;&#9;&#9;&#9;weld.Part1=y
&#9;&#9;&#9;&#9;&#9;&#9;weld.C0=c0
&#9;&#9;&#9;&#9;&#9;&#9;weld.C1=c1
&#9;&#9;&#9;&#9;&#9;&#9;weld.Parent=x
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;local m=game.Lighting.Mushroom:clone();
&#9;&#9;&#9;&#9;&#9;&#9;m.Name=&quot;PowerUpMushroom&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.TopDog,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, -0.999946594, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.Middle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, -0.699951172, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.Minion,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, -0.499950409, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.Stem,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 0.400024414, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;&#9;m.Block.CFrame=CFrame.new(0,2+1.5,0)*CFrame.new(hit.CFrame.p);
&#9;&#9;&#9;&#9;&#9;&#9;m.Block.Velocity=Vector3.new(10, 0, 0);
&#9;&#9;&#9;&#9;&#9;&#9;m.Parent=camera;
&#9;&#9;&#9;&#9;&#9;&#9;Spawn(function() while m.Parent~=nil do m.Block.Velocity=Vector3.new(10*(m.Block.Velocity.x&lt;=0 and -1 or 1), m.Block.Velocity.y, 0); wait(); end end)
&#9;&#9;&#9;&#9;&#9;&#9;hit.Name=&quot;Part&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;for i,v in pairs(hit:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if v:IsA(&quot;Decal&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;v.Texture=&quot;http://www.roblox.com/asset/?id=12032708&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;&#9;&#9;hit.Name=&quot;Part&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;for i,v in pairs(hit:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;if v:IsA(&quot;Decal&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;v.Texture=&quot;http://www.roblox.com/asset/?id=12032708&quot;;
&#9;&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;local weld=function(x,y,c0,c1)
&#9;&#9;&#9;&#9;&#9;&#9;if x==y then return end
&#9;&#9;&#9;&#9;&#9;&#9;local weld=Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;&#9;&#9;weld.Part0=x
&#9;&#9;&#9;&#9;&#9;&#9;weld.Part1=y
&#9;&#9;&#9;&#9;&#9;&#9;weld.C0=c0
&#9;&#9;&#9;&#9;&#9;&#9;weld.C1=c1
&#9;&#9;&#9;&#9;&#9;&#9;weld.Parent=x
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;&#9;local m=game.Lighting.FireFlower:clone();
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Flower,m.Stem,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 0.999961853, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Flower,m.Leaf1,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.4250927, -0.162425995, 0, 0.573576629, 0.819152176, 0, -0.819152176, 0.573576629, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Flower,m.Leaf2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(1.4250946, -0.162425995, 0, -0.573576629, 0.819152176, 5.01436617e-008, 0.819152176, 0.573576629, -7.16125612e-008, -8.74227766e-008, 0, -1))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Flower,m.OuterRing,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 0, 1.00003815, 1, 0, 0, 0, 0, 1, -0, -1, -0))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Flower,m.MiddleRing,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 0, 1.00003815, 1, 0, 0, 0, 0, 1, -0, -1, -0))
&#9;&#9;&#9;&#9;&#9;&#9;weld(m.Flower,m.Center,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 0, 1.00003815, 1, 0, 0, 0, 0, 1, -0, -1, -0))
&#9;&#9;&#9;&#9;&#9;&#9;m.Flower.CanCollide=false;
&#9;&#9;&#9;&#9;&#9;&#9;local g=Instance.new(&quot;BodyGyro&quot;);
&#9;&#9;&#9;&#9;&#9;&#9;g.maxTorque=Vector3.new(4e5,4e5,4e5);
&#9;&#9;&#9;&#9;&#9;&#9;g.Parent=m.Flower;
&#9;&#9;&#9;&#9;&#9;&#9;local p=Instance.new(&quot;BodyPosition&quot;);
&#9;&#9;&#9;&#9;&#9;&#9;p.position=hit.Position;
&#9;&#9;&#9;&#9;&#9;&#9;p.maxForce=Vector3.new(4e5,4e5,4e5);
&#9;&#9;&#9;&#9;&#9;&#9;m.Flower.CFrame=hit.CFrame;
&#9;&#9;&#9;&#9;&#9;&#9;p.Parent=m.Flower;
&#9;&#9;&#9;&#9;&#9;&#9;m.Parent=camera;
&#9;&#9;&#9;&#9;&#9;&#9;for i=0,4,0.125 do
&#9;&#9;&#9;&#9;&#9;&#9;&#9;p.position=(hit.CFrame*CFrame.new(0,i,0)).p;
&#9;&#9;&#9;&#9;&#9;&#9;&#9;wait();
&#9;&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;wait(.1);
&#9;&#9;&#9;&#9;elseif hit.Name==&quot;Invincibility&quot; then
&#9;&#9;&#9;&#9;&#9;wait(.1);
&#9;&#9;&#9;&#9;elseif hit.Name==&quot;Life&quot; then
&#9;&#9;&#9;&#9;&#9;hit.CanCollide=true;
&#9;&#9;&#9;&#9;&#9;hit.Transparency=0;
&#9;&#9;&#9;&#9;&#9;for i,v in pairs({&quot;Front&quot;,&quot;Back&quot;,&quot;Top&quot;,&quot;Bottom&quot;,&quot;Left&quot;,&quot;Right&quot;}) do
&#9;&#9;&#9;&#9;&#9;&#9;local decal=Instance.new(&quot;Decal&quot;);
&#9;&#9;&#9;&#9;&#9;&#9;decal.Face=Enum.NormalId[v];
&#9;&#9;&#9;&#9;&#9;&#9;decal.Texture=&quot;http://www.roblox.com/asset/?id=12032708&quot;
&#9;&#9;&#9;&#9;&#9;&#9;decal.Parent=hit;
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;--make a green mushroom!
&#9;&#9;&#9;&#9;&#9;local weld=function(x,y,c0,c1)
&#9;&#9;&#9;&#9;&#9;if x==y then return end
&#9;&#9;&#9;&#9;&#9;local weld=Instance.new(&quot;Weld&quot;)
&#9;&#9;&#9;&#9;&#9;weld.Part0=x
&#9;&#9;&#9;&#9;&#9;weld.Part1=y
&#9;&#9;&#9;&#9;&#9;weld.C0=c0
&#9;&#9;&#9;&#9;&#9;weld.C1=c1
&#9;&#9;&#9;&#9;&#9;weld.Parent=x
&#9;&#9;&#9;&#9;&#9;end
&#9;&#9;&#9;&#9;&#9;local m=game.Lighting.Mushroom:clone();
&#9;&#9;&#9;&#9;&#9;m.Name=&quot;OneUp&quot;;
&#9;&#9;&#9;&#9;&#9;m.TopDog.BrickColor=BrickColor.new(&quot;Bright green&quot;);
&#9;&#9;&#9;&#9;&#9;m.Middle.BrickColor=BrickColor.new(&quot;Bright green&quot;);
&#9;&#9;&#9;&#9;&#9;m.Minion.BrickColor=BrickColor.new(&quot;Bright green&quot;);
&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.TopDog,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, -0.999946594, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.Middle,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, -0.699951172, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.Minion,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, -0.499950409, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;weld(m.Block,m.Stem,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(0, 0.400024414, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1))
&#9;&#9;&#9;&#9;&#9;m.Block.CFrame=CFrame.new(0,2+1.5,0)*CFrame.new(hit.CFrame.p);
&#9;&#9;&#9;&#9;&#9;m.Block.Velocity=Vector3.new(10, 0, 0);
&#9;&#9;&#9;&#9;&#9;m.Parent=camera;
&#9;&#9;&#9;&#9;&#9;Spawn(function() while m.Parent~=nil do m.Block.Velocity=Vector3.new(10*(m.Block.Velocity.x&lt;=0 and -1 or 1), m.Block.Velocity.y, 0); wait(); end end)
&#9;&#9;&#9;&#9;&#9;hit.Name=&quot;Part&quot;;
&#9;&#9;&#9;&#9;&#9;for i,v in pairs(hit:GetChildren()) do
&#9;&#9;&#9;&#9;&#9;&#9;if v:IsA(&quot;Decal&quot;) then
&#9;&#9;&#9;&#9;&#9;&#9;&#9;v.Texture=&quot;http://www.roblox.com/asset/?id=12032708&quot;;
&#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;&#9;active=true
&#9;&#9;end
&#9;end
&#9;if hit.Name==&quot;Block&quot; and hit.Parent.Name==&quot;PowerUpMushroom&quot; then
&#9;&#9;if active then
&#9;&#9;&#9;active=false
&#9;&#9;&#9;hit.Parent.Parent=nil;
&#9;&#9;&#9;if current_status~=&quot;pro&quot; then
&#9;&#9;&#9;&#9;current_status=(current_status==&quot;noob&quot;) and &quot;bro&quot; or &quot;pro&quot;;
&#9;&#9;&#9;&#9;PowerUp(char, (current_status==&quot;bro&quot;) and &quot;noob&quot; or &quot;bro&quot;, current_status);
&#9;&#9;&#9;end
&#9;&#9;&#9;wait(0.2);
&#9;&#9;&#9;active=true;
&#9;&#9;end
&#9;elseif hit.Name==&quot;Block&quot; and hit.Parent.Name==&quot;OneUp&quot; then
&#9;&#9;Lives=Lives+1;
&#9;&#9;hit.Parent.Parent=nil;
&#9;elseif hit.Name==&quot;Flower&quot; and hit.Parent.Name==&quot;FireFlower&quot; then
&#9;&#9;hit.Parent.Parent=nil;
&#9;&#9;if current_status~=&quot;pro&quot; then
&#9;&#9;&#9;local old=current_status;
&#9;&#9;&#9;if current_status==&quot;noob&quot; then current_status=&quot;bro&quot;;
&#9;&#9;&#9;elseif current_status==&quot;bro&quot; then current_status=&quot;pro&quot;; end
&#9;&#9;&#9;PowerUp(char, old, current_status);
&#9;&#9;end
&#9;elseif hit.Name==&quot;Goomba&quot; then
&#9;&#9;print(char[&quot;FeetSensor&quot;].Position.y,&quot;&gt;&quot;,hit.Position.y)
&#9;&#9;print(Vector3.new(0,1,0):Dot((char[&quot;FeetSensor&quot;].Position+Vector3.new(0,.5,0)-hit.Position).unit),&quot;&gt;&quot;,0.72);
&#9;&#9;if (char[&quot;FeetSensor&quot;].Position.y&gt;hit.Position.y and Vector3.new(0,1,0):Dot((char[&quot;FeetSensor&quot;].Position+Vector3.new(0,.5,0)-hit.Position).unit)&gt;0.3) or (invincible) then
&#9;&#9;&#9;hit.CanCollide=false;
&#9;&#9;&#9;hit.Name=&quot;Part&quot;;
&#9;&#9;&#9;char.Torso.Velocity=Vector3.new(0,50,0);
&#9;&#9;elseif not damage_proof then
&#9;&#9;&#9;if current_status~=&quot;noob&quot; then
&#9;&#9;&#9;&#9;PowerUp(char, current_status, &quot;noob&quot;);
&#9;&#9;&#9;&#9;current_status=&quot;noob&quot;;
&#9;&#9;&#9;&#9;damage_proof=true;
&#9;&#9;&#9;&#9;Delay(3, function() damage_proof=false; end)
&#9;&#9;&#9;else
&#9;&#9;&#9;&#9;char.Humanoid.Health=0;
&#9;&#9;&#9;end
&#9;&#9;end
&#9;end
end

Spawn(function()
while CloseLoop~=2 do
if char:findFirstChild(&quot;Head&quot;)~=nil then
followee_target_pos.position=Vector3.new(char.Head.Position.x, 25, 0);
end
wait();
end
end)

-- FOLLOWING CODE CONTROLS MUSIC
CloseLoop=0;
while CloseLoop&lt;=1 and CloseLoop&gt;=0 do
current_status=&quot;noob&quot;;
enemies={};
map=game.Lighting[&quot;World1-1&quot;]:clone();
map.Parent=camera;
all_parts=Search(map);
local weld=function(x,y,z) --welds x to y in the manner that x is positioned to z.
if x==y then return end
local weld=Instance.new(&quot;Weld&quot;)
weld.Part0=x
weld.Part1=y
weld.C0=x.CFrame:inverse()*CFrame.new(x.Position) 
weld.C1=z.CFrame:inverse()*CFrame.new(x.Position) 
weld.Parent=x
end
for i,v in pairs(all_parts) do
if v.Name==&quot;Goomba&quot; then
m=game.Lighting.Goomba:clone();
for a,b in pairs(m:GetChildren()) do
if b.Name~=&quot;GUIDEBLOCK&quot; then
b.Parent=v;
b.Anchored=false;
b.CanCollide=false;
weld(b,v,m.GUIDEBLOCK);
end
end
table.insert(enemies, {v, 48, -6});
end
end
Spawn(ControlEnemies);
local weld=function(x,y,c0,c1)
if x==y then return end
local weld=Instance.new(&quot;Weld&quot;)
weld.Part0=x
weld.Part1=y
weld.C0=c0
weld.C1=c1
weld.Parent=x
end
char=game.Lighting[&quot;Mario&quot;]:clone();
char.Torso.CFrame=map.StartLocation.CFrame;
motor1=Instance.new(&quot;Motor6D&quot;); motor1.DesiredAngle=0.082342535257339; motor1.MaxVelocity=0.10000000149012; motor1.Name=&quot;Left Hip&quot;; motor1.C0=CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0); motor1.C1=CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0);
motor2=Instance.new(&quot;Motor6D&quot;); motor2.DesiredAngle=-0.082342535257339; motor2.MaxVelocity=0.10000000149012; motor2.Name=&quot;Left Shoulder&quot;; motor2.C0=CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0); motor2.C1=CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0);
motor3=Instance.new(&quot;Motor6D&quot;); motor3.MaxVelocity=0.10000000149012; motor3.Name=&quot;Neck&quot;; motor3.C0=CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0); motor3.C1=CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0);
motor4=Instance.new(&quot;Motor6D&quot;); motor4.DesiredAngle=0.082342535257339; motor4.MaxVelocity=0.10000000149012; motor4.Name=&quot;Right Hip&quot;; motor4.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0); motor4.C1=CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0);
motor5=Instance.new(&quot;Motor6D&quot;); motor5.DesiredAngle=-0.082342535257339; motor5.MaxVelocity=0.10000000149012; motor5.Name=&quot;Right Shoulder&quot;; motor5.C0=CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0); motor5.C1=CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0);
motor1.Part0=char.Torso; motor2.Part0=char.Torso; motor3.Part0=char.Torso; motor4.Part0=char.Torso; motor5.Part0=char.Torso;
motor1.Part1=char[&quot;Left Leg&quot;]; motor2.Part1=char[&quot;Left Arm&quot;]; motor3.Part1=char[&quot;Head&quot;]; motor4.Part1=char[&quot;Right Leg&quot;]; motor5.Part1=char[&quot;Right Arm&quot;];
motor1.Parent=char.Torso; motor2.Parent=char.Torso; motor3.Parent=char.Torso; motor4.Parent=char.Torso; motor5.Parent=char.Torso;
weld(char.FeetSensor, char.Torso, CFrame.new(0, 3.5, 0), CFrame.new());
char.Parent=camera;
followee.CFrame=CFrame.new(char.Head.Position+Vector3.new(0, 10, 0));
followee_target_pos.position=char.Head.Position+Vector3.new(0, 10, 0);

low_grav=Instance.new(&quot;BodyForce&quot;, char.Torso);
low_grav.force=Vector3.new(0,(9.81-new_gravity)*20*14,0)

char.Head.LocalSimulationTouched:connect(BlockHit)
char.Torso.LocalSimulationTouched:connect(BlockHit)
char.FeetSensor.LocalSimulationTouched:connect(BlockHit)
char[&quot;Right Leg&quot;].LocalSimulationTouched:connect(BlockHit)
char[&quot;Left Leg&quot;].LocalSimulationTouched:connect(BlockHit)
char[&quot;Right Arm&quot;].LocalSimulationTouched:connect(BlockHit)
char[&quot;Left Arm&quot;].LocalSimulationTouched:connect(BlockHit)

CloseLoop=0;
char.Humanoid.Died:connect(function() CloseLoop=1; end);
Play(MarioOverworld, 0, 6, true);
while CloseLoop==0 do
Play(MarioOverworld, 16, 6, true);
end
if CloseLoop==1 and Lives&gt;0 then
Lives=Lives-1;
Play(Death, 0, 6, false);
wait(2);
map.Parent=nil;
char.Parent=nil;
else
CloseLoop=2;
Play(GameOver, 0, 6, false);
end
end

end

function onDeselected(mouse)
CloseLoop=2;
map.Parent=nil;
char.Parent=nil;
followee.Parent=nil;
character.Torso.Anchored=false;
character.Humanoid.WalkSpeed=16;
script.Parent=player.Backpack;
hopper.Parent=nil;
camera.CameraSubject=character.Humanoid;
camera.CameraType=Enum.CameraType.Custom;
wait(5);
script.Parent=nil;
end

hopper.Selected:connect(onSelected)
hopper.Deselected:connect(onDeselected)
</ProtectedString>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX1002">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">CleanCamera</string>
						<ProtectedString name="Source">for i,v in pairs(workspace.CurrentCamera:GetChildren()) do
v.Parent=nil;
end
</ProtectedString>
					</Properties>
				</Item>
				<Item class="HopperBin" referent="RBX1003">
					<Properties>
						<bool name="Active">false</bool>
						<token name="BinType">0</token>
						<string name="Name">Reset Game</string>
						<Content name="TextureId"><null></null></Content>
					</Properties>
					<Item class="LocalScript" referent="RBX1004">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Main</string>
							<ProtectedString name="Source">StillAlive={{0, 120, 1, &quot;time:4/4;&quot;},{&quot;G&quot;, 2, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 2.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;E&quot;, 3, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;E&quot;, 3.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 4, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 4, 2, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 4.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 5.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 6, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 6.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 7, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 7.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 8, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 8.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 9, 0.5, 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&quot;Align:;sound:Ping;&quot;},{&quot;E-&quot;, 26.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 27, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G-&quot;, 27, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 27.5, 1, &quot;Align:;sound:Ping;&quot;},{&quot;E-&quot;, 27.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 28, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 28.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 28.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 29, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 29.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 30, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 30.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 31, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 31.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 32, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 32.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 33, 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&quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 315, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 315, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 315.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 315.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 315.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 316, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 316.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 317, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 317, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 317, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 317.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 318, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 318.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F--#&quot;, 318.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 319, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 319, 0.5, 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&quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 327.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D&quot;, 328, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B+&quot;, 328, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 328, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 328.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 328.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 329, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 329, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D&quot;, 329.5, 1, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 329.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 330, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G-&quot;, 330.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;E&quot;, 330.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F--#&quot;, 330.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 331, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 331, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 331, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 331.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 331.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 331.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 332, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 332.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F-#&quot;, 333, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 333, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 333, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 333.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 334, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 334.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F--#&quot;, 334.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 335, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 335, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 335.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 335.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B+&quot;, 336, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D&quot;, 336, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 336, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 336.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 336.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 337, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 337, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D&quot;, 337.5, 1, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 337.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 338, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G-&quot;, 338.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;E&quot;, 338.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F--#&quot;, 338.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 339, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 339, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 339, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A&quot;, 339.5, 2.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 339.5, 2.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 339.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 340, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 340.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 341, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 341.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 342, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G+&quot;, 342.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G&quot;, 342.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F--#&quot;, 342.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A++&quot;, 343, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 343, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 343, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A+&quot;, 343.5, 1, &quot;Align:;sound:Ping;&quot;},{&quot;A++&quot;, 343.5, 1, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 343.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 344, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 344.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D-&quot;, 345, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;A-&quot;, 345.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 346, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G+&quot;, 346.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;G&quot;, 346.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F--#&quot;, 346.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 347, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F+#&quot;, 347, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;B-&quot;, 347, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;F+#&quot;, 347.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;F#&quot;, 347.5, 1.5, &quot;Align:;sound:Ping;&quot;},{&quot;B--&quot;, 347.5, 0.5, &quot;Align:;sound:Ping;&quot;},{&quot;D--&quot;, 348, 1, &quot;Align:;sound:Ping;&quot;},}

Sounds={
{&quot;Ping&quot;, &quot;rbxasset://sounds/electronicpingshort.wav&quot;, 0.47}, --default

{&quot;Boing&quot;, &quot;http://www.roblox.com/asset/?id=12222124&quot;, 2.509},
{&quot;Synthetic Bass&quot;, &quot;http://www.roblox.com/asset/?id=11998777&quot;, 3.350},
{&quot;Synthetic Accordian&quot;, &quot;http://www.roblox.com/asset/?id=11998796&quot;, 2.7},
{&quot;Xylophone Roll&quot;, &quot;http://www.roblox.com/asset/?id=12892216&quot;, 2.7},
{&quot;Upright Bass&quot;, &quot;rbxasset://sounds/bass.wav&quot;, 2.7},
{&quot;Electric Guitar&quot;, &quot;http://www.roblox.com/asset/?id=1089403&quot;, 2.7},
{&quot;Digital Chord&quot;, &quot;http://www.roblox.com/asset/?id=1079839&quot;, 3.75},
{&quot;Banjo&quot;, &quot;http://www.roblox.com/asset/?id=12857664&quot;, 2.16},
{&quot;Piano&quot;, &quot;http://www.roblox.com/asset/?id=12857660&quot;, 2.65},
{&quot;Banjo2&quot;, &quot;http://www.roblox.com/asset/?id=12857637&quot;, 2.78},
{&quot;Synth&quot;, &quot;http://www.roblox.com/asset/?id=13032184&quot;, 3.3},
{&quot;Pants&quot;, &quot;http://www.roblox.com/asset/?id=14443692&quot;, 2.65},
{&quot;Flute&quot;, &quot;http://www.roblox.com/asset/?id=13424334&quot;, .4},
{&quot;Wood Block&quot;, &quot;http://www.roblox.com/asset/?id=12814239&quot;, 0.54},
{&quot;Large Drum&quot;, &quot;http://www.roblox.com/asset/?id=11949128&quot;, 1},
{&quot;Bass Drum&quot;, &quot;http://www.roblox.com/asset/?id=11984254&quot;, 3},
{&quot;Clap&quot;, &quot;http://www.roblox.com/asset?id=2101148&quot;, 3.8},
{&quot;Static Hit&quot;, &quot;http://www.roblox.com/asset/?id=10730819&quot;, 3},
{&quot;Tambourine&quot;, &quot;http://www.roblox.com/asset/?id=21341252&quot;, 2.3},
{&quot;Cowbell&quot;, &quot;http://www.roblox.com/asset/?id=20005706&quot;, 1},

{&quot;Bass Drum 2&quot;, &quot;http://www.roblox.com/asset/?id=31173820&quot;, 1},
{&quot;Crash Cymbal&quot;, &quot;http://www.roblox.com/asset/?id=31173771&quot;, 1},
{&quot;Floor Tom&quot;, &quot;http://www.roblox.com/asset/?id=31173881&quot;, 1},
{&quot;Hi-hat&quot;, &quot;http://www.roblox.com/asset/?id=31173735&quot;, 1},
{&quot;Ride Cymbal&quot;, &quot;http://www.roblox.com/asset/?id=31173898&quot;, 1},
{&quot;Open Snare&quot;, &quot;http://www.roblox.com/asset/?id=31173799&quot;, 1},
{&quot;High Tom&quot;, &quot;http://www.roblox.com/asset/?id=31173844&quot;, 1},
{&quot;Low Tom&quot;, &quot;http://www.roblox.com/asset/?id=31173863&quot;, 1},
};

function convertToNumber(letter)
letter, up_scale = string.gsub(letter, &quot;%+&quot;, &quot;&quot;);
letter, down_scale = string.gsub(letter, &quot;%-&quot;, &quot;&quot;);
base=49+up_scale*12-down_scale*12;
letter, sharp = string.gsub(letter, &quot;%#&quot;, &quot;&quot;);
letter, flat = string.gsub(letter, &quot;b&quot;, &quot;&quot;);
if letter==&quot;A&quot; then return base + sharp - flat; end
if letter==&quot;B&quot; then return base + sharp - flat + 2; end
if letter==&quot;C&quot; then return base + sharp - flat + 3; end
if letter==&quot;D&quot; then return base + sharp - flat + 5; end
if letter==&quot;E&quot; then return base + sharp - flat + 7; end
if letter==&quot;F&quot; then return base + sharp - flat + 8; end
if letter==&quot;G&quot; then return base + sharp - flat + 10; end
end


function Play(song, position, channels)

local CurrentVolume=1;

local SoundInstances={};
for i=1,channels do
s=Instance.new(&quot;Sound&quot;, script); s.SoundId=&quot;rbxasset://sounds/electronicpingshort.wav&quot;; s.Volume=CurrentVolume;
SoundInstances[i]={s, true};
end

local Location=position; --How many beats have passed so far in the song. Most times, you&apos;ll start at 0, but in some cases you may want to start from a later point in the song.
local FinalBeat=1;

for i,v in pairs(song) do
if type(v[1])==&quot;string&quot; then FinalBeat=math.max(v[2]+v[3], FinalBeat); end
end

local BPM=120; --speed of the music. Stands for beats per minute. This is the default speed if none is specified.
local index=1; --start with the first one, naturally. This gets incremented every time a note is played.

for i=1,#song do
if type(song[i][1])==&quot;number&quot; then
if song[i][1]&lt;position then
BPM=song[i][2];
CurrentVolume=song[i][3];
for i,v in pairs(SoundInstances) do
v[1].Volume=song[i][3];
end
index=i+1;
end
else
if song[i][2]&lt;position then
index=i+1;
end
end
end

while Location&lt;FinalBeat and Selected do


while song[index]~=nil and ((type(song[index][1])==&quot;number&quot; and song[index][1]&lt;=Location) or (song[index][2]&lt;=Location)) do

local note=song[index];
if (type(song[index][1]))==&quot;string&quot; then
&#9;--Pick which sound object to use.
&#9;local ChosenSoundObject=nil; for i,v in pairs(SoundInstances) do if ChosenSoundObject==nil and v[2] then ChosenSoundObject=v; end end
&#9;if ChosenSoundObject==nil then
&#9;&#9;s=Instance.new(&quot;Sound&quot;, script); s.SoundId=&quot;rbxasset://sounds/electronicpingshort.wav&quot;; s.Volume=CurrentVolume;
&#9;&#9;SoundInstances[#SoundInstances+1]={s, false};
&#9;&#9;ChosenSoundObject=SoundInstances[#SoundInstances];
&#9;end
&#9;ChosenSoundObject[2]=false;
&#9;
&#9;sound=string.gmatch(note[4], &quot;;?sound:([^;]*)&quot;, &quot;&quot;)()
&#9;if sound~=nil and tonumber(sound)~=nil then
&#9;&#9;ChosenSoundObject[1].SoundId=Sounds[tonumber(sound)][2];
&#9;&#9;BasePitch=Sounds[tonumber(sound)][3];
&#9;elseif sound~=nil then
&#9;&#9;for i,v in pairs(Sounds) do
&#9;&#9;&#9;if v[1]==sound then
&#9;&#9;&#9;&#9;ChosenSoundObject[1].SoundId=v[2];
&#9;&#9;&#9;&#9;BasePitch=v[3];
&#9;&#9;&#9;end
&#9;&#9;end
&#9;else
&#9;&#9;ChosenSoundObject[1].SoundId=Sounds[1][2];
&#9;&#9;BasePitch=Sounds[1][3];
&#9;end


&#9;ChosenSoundObject[1].Pitch=BasePitch * 1.05946309 ^ (convertToNumber(note[1]) - 49);
&#9;ChosenSoundObject[1]:Play();
&#9;Spawn(function()
&#9;&#9;while Location&lt;note[2]+note[3] do wait(); end
&#9;&#9;ChosenSoundObject[1]:Stop();
&#9;&#9;ChosenSoundObject[2]=true;
&#9;end)
else
&#9;BPM=note[2];
&#9;CurrentVolume=note[3];
&#9;for i,v in pairs(SoundInstances) do
&#9;&#9;v[1].Volume=note[3];
&#9;end
end

index=index+1;
end

t=wait();
Location=Location+t*BPM/60;
end

for i,v in pairs(SoundInstances) do
&#9;v[1]:Stop();
&#9;v[1].Parent=nil;
end

end

function onSelected()
Selected=true;
Play(StillAlive, 2, 10);
end

function onDeselected()
Selected=false;
end

script.Parent.Selected:connect(onSelected);
script.Parent.Deselected:connect(onDeselected);

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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">Debris</string>
					<Ref name="PrimaryPart">null</Ref>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="StarterPack" referent="RBX1009">
		<Properties>
			<string name="Name">StarterPack</string>
		</Properties>
	</Item>
	<Item class="StarterGui" referent="RBX1010">
		<Properties>
			<string name="Name">StarterGui</string>
			<bool name="ShowDevelopmentGui">true</bool>
		</Properties>
	</Item>
	<Item class="SoundService" referent="RBX1011">
		<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="RBX1012">
		<Properties>
			<string name="Name">CollectionService</string>
		</Properties>
	</Item>
	<Item class="PhysicsService" referent="RBX1013">
		<Properties>
			<string name="Name">PhysicsService</string>
		</Properties>
	</Item>
	<Item class="BadgeService" referent="RBX1014">
		<Properties>
			<string name="Name">BadgeService</string>
		</Properties>
	</Item>
	<Item class="Geometry" referent="RBX1015">
		<Properties>
			<string name="Name">Geometry</string>
		</Properties>
	</Item>
	<Item class="RenderHooksService" referent="RBX1016">
		<Properties>
			<string name="Name">RenderHooksService</string>
		</Properties>
	</Item>
	<Item class="SocialService" referent="RBX1017">
		<Properties>
			<string name="Name">SocialService</string>
		</Properties>
	</Item>
	<Item class="Debris" referent="RBX1018">
		<Properties>
			<int name="MaxItems">1000</int>
			<string name="Name">Debris</string>
		</Properties>
	</Item>
	<Item class="TimerService" referent="RBX1019">
		<Properties>
			<string name="Name">Instance</string>
		</Properties>
	</Item>
	<Item class="ScriptInformationProvider" referent="RBX1020">
		<Properties>
			<string name="Name">Instance</string>
		</Properties>
	</Item>
	<Item class="CookiesService" referent="RBX1021">
		<Properties>
			<string name="Name">CookiesService</string>
		</Properties>
	</Item>
	<Item class="TeleportService" referent="RBX1022">
		<Properties>
			<string name="Name">Teleport Service</string>
		</Properties>
	</Item>
	<Item class="Players" referent="RBX1023">
		<Properties>
			<bool name="CharacterAutoLoads">true</bool>
			<string name="Name">Players</string>
		</Properties>
	</Item>
	<Item class="Selection" referent="RBX1024">
		<Properties>
			<string name="Name">Selection</string>
		</Properties>
	</Item>
	<Item class="Lighting" referent="RBX1025">
		<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="RBX1026">
		<Properties>
			<string name="Name">ChangeHistoryService</string>
		</Properties>
	</Item>
</roblox>