<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.1.0char.co/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>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Camera" referent="RBX1">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>252.895599</X>
					<Y>208.782043</Y>
					<Z>-243.20224</Z>
					<R00>-0.98713541</R00>
					<R01>-0.117699288</R01>
					<R02>0.108215347</R02>
					<R10>-7.4505806e-009</R10>
					<R11>0.676826239</R11>
					<R12>0.736142874</R12>
					<R20>-0.159886464</R20>
					<R21>0.726672709</R21>
					<R22>-0.668119133</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>250.731293</X>
					<Y>194.059189</Y>
					<Z>-229.839859</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX2">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float 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>80</X>
					<Y>52.2000008</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<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>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>202</X>
					<Y>104.400002</Y>
					<Z>2</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX3">
				<Properties>
					<token name="Face">5</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>http://1.0char.co/photo/?id=4420</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Decal" referent="RBX4">
				<Properties>
					<token name="Face">5</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>http://1.0char.co/photo/?id=6992</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Decal" referent="RBX5">
				<Properties>
					<token name="Face">5</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>http://1.0char.co/photo/?id=5031</url></Content>
					<bool name="archivable">true</bool>
				</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">Noob</string>
				<Ref name="PrimaryPart">null</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX7">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">23</int>
					<CoordinateFrame name="CFrame">
						<X>-6</X>
						<Y>3</Y>
						<Z>-32.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX8">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><binary>iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAALHRFWHRDcmVhdGlvbiBUaW1l
AE1vbiAyMSBBcHIgMjAwOCAxNjo0NDo0OCAtMDgwMMFcEAAAAAAHdElNRQfYBBUXLQp5aDOL
AAAACXBIWXMAAAsSAAALEgHS3X78AAAABGdBTUEAALGPC/xhBQAAABJJREFUeNpjYBgFo2AU
jAIIAAAEEAABr0WILAAAAABJRU5ErkJggg==</binary></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX9">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX7</Ref>
						<Ref name="Part1">RBX10</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX11">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX7</Ref>
						<Ref name="Part1">RBX12</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX13">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX7</Ref>
						<Ref name="Part1">RBX14</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX15">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX7</Ref>
						<Ref name="Part1">RBX16</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX17">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Neck</string>
						<Ref name="Part0">RBX7</Ref>
						<Ref name="Part1">RBX18</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX19">
				<Properties>
					<float name="Health">100</float>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<float name="WalkSpeed">16</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX20">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RobloxTeam</string>
					<ProtectedString name="Source">-- Now with exciting TeamColors HACK!

        function waitForChild(parent, childName)
        local child = parent:findFirstChild(childName)
        if child then return child end
        while true do
        child = parent.ChildAdded:wait()
        if child.Name==childName then return child end
        end
        end

        -- TEAM COLORS


        function onTeamChanged(player)

        wait(1)

        local char = player.Character
        if char == nil then return end

        if player.Neutral then
        -- Replacing the current BodyColor object will force a reset
        local old = char:findFirstChild(&quot;Body Colors&quot;)
        if not old then return end
        old:clone().Parent = char
        old.Parent = nil
        else
        local head = char:findFirstChild(&quot;Head&quot;)
        local torso = char:findFirstChild(&quot;Torso&quot;)
        local left_arm = char:findFirstChild(&quot;Left Arm&quot;)
        local right_arm = char:findFirstChild(&quot;Right Arm&quot;)
        local left_leg = char:findFirstChild(&quot;Left Leg&quot;)
        local right_leg = char:findFirstChild(&quot;Right Leg&quot;)

        if head then head.BrickColor = BrickColor.new(24) end
        if torso then torso.BrickColor = player.TeamColor end
        if left_arm then left_arm.BrickColor = BrickColor.new(26) end
        if right_arm then right_arm.BrickColor = BrickColor.new(26) end
        if left_leg then left_leg.BrickColor = BrickColor.new(26) end
        if right_leg then right_leg.BrickColor = BrickColor.new(26) end
        end
        end

        function onPlayerPropChanged(property, player)
        if property == &quot;Character&quot; then
        onTeamChanged(player)
        end
        if property== &quot;TeamColor&quot; or property == &quot;Neutral&quot; then
        onTeamChanged(player)
        end
        end


        local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
        cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
        onTeamChanged(cPlayer)

      </ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX21">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Sound</string>
					<ProtectedString name="Source">-- util

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.archivable = false
	sound.Parent = script.Parent.Head
	return sound
end

-- declarations

local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)

-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end

-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX22">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<ProtectedString name="Source">function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	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)
	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	pose = &quot;Seated&quot;
end

function onPlatformStanding()
	pose = &quot;PlatformStanding&quot;
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == &quot;Tool&quot; then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end
 
	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == &quot;Running&quot;) then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Climbing&quot;) then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end
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					<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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX27">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><hash>7bd7becc1604dd72b204a3baf5c3a4ac</hash></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX28">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX26</Ref>
						<Ref name="Part1">RBX29</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX30">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX26</Ref>
						<Ref name="Part1">RBX31</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX32">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX26</Ref>
						<Ref name="Part1">RBX33</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX34">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX26</Ref>
						<Ref name="Part1">RBX35</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX36">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Neck</string>
						<Ref name="Part0">RBX26</Ref>
						<Ref name="Part1">RBX37</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX38">
				<Properties>
					<float name="Health">100</float>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<float name="WalkSpeed">16</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX39">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RobloxTeam</string>
					<ProtectedString name="Source">-- Now with exciting TeamColors HACK!

        function waitForChild(parent, childName)
        local child = parent:findFirstChild(childName)
        if child then return child end
        while true do
        child = parent.ChildAdded:wait()
        if child.Name==childName then return child end
        end
        end

        -- TEAM COLORS


        function onTeamChanged(player)

        wait(1)

        local char = player.Character
        if char == nil then return end

        if player.Neutral then
        -- Replacing the current BodyColor object will force a reset
        local old = char:findFirstChild(&quot;Body Colors&quot;)
        if not old then return end
        old:clone().Parent = char
        old.Parent = nil
        else
        local head = char:findFirstChild(&quot;Head&quot;)
        local torso = char:findFirstChild(&quot;Torso&quot;)
        local left_arm = char:findFirstChild(&quot;Left Arm&quot;)
        local right_arm = char:findFirstChild(&quot;Right Arm&quot;)
        local left_leg = char:findFirstChild(&quot;Left Leg&quot;)
        local right_leg = char:findFirstChild(&quot;Right Leg&quot;)

        if head then head.BrickColor = BrickColor.new(24) end
        if torso then torso.BrickColor = player.TeamColor end
        if left_arm then left_arm.BrickColor = BrickColor.new(26) end
        if right_arm then right_arm.BrickColor = BrickColor.new(26) end
        if left_leg then left_leg.BrickColor = BrickColor.new(26) end
        if right_leg then right_leg.BrickColor = BrickColor.new(26) end
        end
        end

        function onPlayerPropChanged(property, player)
        if property == &quot;Character&quot; then
        onTeamChanged(player)
        end
        if property== &quot;TeamColor&quot; or property == &quot;Neutral&quot; then
        onTeamChanged(player)
        end
        end


        local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
        cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
        onTeamChanged(cPlayer)

      </ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX40">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Sound</string>
					<ProtectedString name="Source">-- util

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.archivable = false
	sound.Parent = script.Parent.Head
	return sound
end

-- declarations

local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)

-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end

-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX41">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<ProtectedString name="Source">function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	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)
	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	pose = &quot;Seated&quot;
end

function onPlatformStanding()
	pose = &quot;PlatformStanding&quot;
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == &quot;Tool&quot; then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end
 
	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == &quot;Running&quot;) then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Climbing&quot;) then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX37">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-19</X>
						<Y>4.5</Y>
						<Z>-35.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX42">
					<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>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX43">
					<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>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX31">
				<Properties>
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							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX46</Ref>
						<Ref name="Part1">RBX55</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX56">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Neck</string>
						<Ref name="Part0">RBX46</Ref>
						<Ref name="Part1">RBX57</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX58">
				<Properties>
					<float name="Health">100</float>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<float name="WalkSpeed">16</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX59">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RobloxTeam</string>
					<ProtectedString name="Source">-- Now with exciting TeamColors HACK!

        function waitForChild(parent, childName)
        local child = parent:findFirstChild(childName)
        if child then return child end
        while true do
        child = parent.ChildAdded:wait()
        if child.Name==childName then return child end
        end
        end

        -- TEAM COLORS


        function onTeamChanged(player)

        wait(1)

        local char = player.Character
        if char == nil then return end

        if player.Neutral then
        -- Replacing the current BodyColor object will force a reset
        local old = char:findFirstChild(&quot;Body Colors&quot;)
        if not old then return end
        old:clone().Parent = char
        old.Parent = nil
        else
        local head = char:findFirstChild(&quot;Head&quot;)
        local torso = char:findFirstChild(&quot;Torso&quot;)
        local left_arm = char:findFirstChild(&quot;Left Arm&quot;)
        local right_arm = char:findFirstChild(&quot;Right Arm&quot;)
        local left_leg = char:findFirstChild(&quot;Left Leg&quot;)
        local right_leg = char:findFirstChild(&quot;Right Leg&quot;)

        if head then head.BrickColor = BrickColor.new(24) end
        if torso then torso.BrickColor = player.TeamColor end
        if left_arm then left_arm.BrickColor = BrickColor.new(26) end
        if right_arm then right_arm.BrickColor = BrickColor.new(26) end
        if left_leg then left_leg.BrickColor = BrickColor.new(26) end
        if right_leg then right_leg.BrickColor = BrickColor.new(26) end
        end
        end

        function onPlayerPropChanged(property, player)
        if property == &quot;Character&quot; then
        onTeamChanged(player)
        end
        if property== &quot;TeamColor&quot; or property == &quot;Neutral&quot; then
        onTeamChanged(player)
        end
        end


        local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
        cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
        onTeamChanged(cPlayer)

      </ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX60">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Sound</string>
					<ProtectedString name="Source">-- util

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.archivable = false
	sound.Parent = script.Parent.Head
	return sound
end

-- declarations

local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)

-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end

-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX61">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<ProtectedString name="Source">function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	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)
	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	pose = &quot;Seated&quot;
end

function onPlatformStanding()
	pose = &quot;PlatformStanding&quot;
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == &quot;Tool&quot; then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end
 
	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == &quot;Running&quot;) then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Climbing&quot;) then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX57">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>134</X>
						<Y>14.6999998</Y>
						<Z>-43.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX62">
					<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>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX63">
					<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>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX51">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>135.5</X>
						<Y>13.1999998</Y>
						<Z>-43.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX55">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>134.5</X>
						<Y>11.1999998</Y>
						<Z>-43.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX49">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>132.5</X>
						<Y>13.1999998</Y>
						<Z>-43.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX53">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>133.5</X>
						<Y>11.1999998</Y>
						<Z>-43.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX64">
			<Properties>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Noob</string>
				<Ref name="PrimaryPart">null</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX65">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float 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>10</X>
						<Y>3</Y>
						<Z>-151.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">2</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<token name="Material">256</token>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX66">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><hash>7bd7becc1604dd72b204a3baf5c3a4ac</hash></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX67">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX65</Ref>
						<Ref name="Part1">RBX68</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX69">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX65</Ref>
						<Ref name="Part1">RBX70</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX71">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX65</Ref>
						<Ref name="Part1">RBX72</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX73">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX65</Ref>
						<Ref name="Part1">RBX74</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX75">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Neck</string>
						<Ref name="Part0">RBX65</Ref>
						<Ref name="Part1">RBX76</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX77">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://1.0char.co/photo/?id=2753</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX78">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://1.0char.co/photo/?id=8567</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX79">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://1.0char.co/photo/?id=8504</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX80">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://1.0char.co/photo/?id=5734</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX81">
				<Properties>
					<float name="Health">100</float>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<float name="WalkSpeed">16</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX82">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RobloxTeam</string>
					<ProtectedString name="Source">-- Now with exciting TeamColors HACK!

        function waitForChild(parent, childName)
        local child = parent:findFirstChild(childName)
        if child then return child end
        while true do
        child = parent.ChildAdded:wait()
        if child.Name==childName then return child end
        end
        end

        -- TEAM COLORS


        function onTeamChanged(player)

        wait(1)

        local char = player.Character
        if char == nil then return end

        if player.Neutral then
        -- Replacing the current BodyColor object will force a reset
        local old = char:findFirstChild(&quot;Body Colors&quot;)
        if not old then return end
        old:clone().Parent = char
        old.Parent = nil
        else
        local head = char:findFirstChild(&quot;Head&quot;)
        local torso = char:findFirstChild(&quot;Torso&quot;)
        local left_arm = char:findFirstChild(&quot;Left Arm&quot;)
        local right_arm = char:findFirstChild(&quot;Right Arm&quot;)
        local left_leg = char:findFirstChild(&quot;Left Leg&quot;)
        local right_leg = char:findFirstChild(&quot;Right Leg&quot;)

        if head then head.BrickColor = BrickColor.new(24) end
        if torso then torso.BrickColor = player.TeamColor end
        if left_arm then left_arm.BrickColor = BrickColor.new(26) end
        if right_arm then right_arm.BrickColor = BrickColor.new(26) end
        if left_leg then left_leg.BrickColor = BrickColor.new(26) end
        if right_leg then right_leg.BrickColor = BrickColor.new(26) end
        end
        end

        function onPlayerPropChanged(property, player)
        if property == &quot;Character&quot; then
        onTeamChanged(player)
        end
        if property== &quot;TeamColor&quot; or property == &quot;Neutral&quot; then
        onTeamChanged(player)
        end
        end


        local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
        cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
        onTeamChanged(cPlayer)

      </ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX83">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Sound</string>
					<ProtectedString name="Source">-- util

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.archivable = false
	sound.Parent = script.Parent.Head
	return sound
end

-- declarations

local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)

-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end

-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX84">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<ProtectedString name="Source">function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	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)
	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	pose = &quot;Seated&quot;
end

function onPlatformStanding()
	pose = &quot;PlatformStanding&quot;
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == &quot;Tool&quot; then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end
 
	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == &quot;Running&quot;) then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Climbing&quot;) then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end
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					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>23</X>
					<Y>13.2000008</Y>
					<Z>2</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX89">
			<Properties>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Noob</string>
				<Ref name="PrimaryPart">null</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX90">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float 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>34</X>
						<Y>3</Y>
						<Z>-182.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX91">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><hash>7bd7becc1604dd72b204a3baf5c3a4ac</hash></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX92">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX90</Ref>
						<Ref name="Part1">RBX93</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX94">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.0897301659</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX90</Ref>
						<Ref name="Part1">RBX95</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX96">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX90</Ref>
						<Ref name="Part1">RBX97</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX98">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX90</Ref>
						<Ref name="Part1">RBX99</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX100">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Neck</string>
						<Ref name="Part0">RBX90</Ref>
						<Ref name="Part1">RBX101</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX102">
				<Properties>
					<float name="Health">100</float>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<float name="WalkSpeed">16</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX103">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RobloxTeam</string>
					<ProtectedString name="Source">-- Now with exciting TeamColors HACK!

        function waitForChild(parent, childName)
        local child = parent:findFirstChild(childName)
        if child then return child end
        while true do
        child = parent.ChildAdded:wait()
        if child.Name==childName then return child end
        end
        end

        -- TEAM COLORS


        function onTeamChanged(player)

        wait(1)

        local char = player.Character
        if char == nil then return end

        if player.Neutral then
        -- Replacing the current BodyColor object will force a reset
        local old = char:findFirstChild(&quot;Body Colors&quot;)
        if not old then return end
        old:clone().Parent = char
        old.Parent = nil
        else
        local head = char:findFirstChild(&quot;Head&quot;)
        local torso = char:findFirstChild(&quot;Torso&quot;)
        local left_arm = char:findFirstChild(&quot;Left Arm&quot;)
        local right_arm = char:findFirstChild(&quot;Right Arm&quot;)
        local left_leg = char:findFirstChild(&quot;Left Leg&quot;)
        local right_leg = char:findFirstChild(&quot;Right Leg&quot;)

        if head then head.BrickColor = BrickColor.new(24) end
        if torso then torso.BrickColor = player.TeamColor end
        if left_arm then left_arm.BrickColor = BrickColor.new(26) end
        if right_arm then right_arm.BrickColor = BrickColor.new(26) end
        if left_leg then left_leg.BrickColor = BrickColor.new(26) end
        if right_leg then right_leg.BrickColor = BrickColor.new(26) end
        end
        end

        function onPlayerPropChanged(property, player)
        if property == &quot;Character&quot; then
        onTeamChanged(player)
        end
        if property== &quot;TeamColor&quot; or property == &quot;Neutral&quot; then
        onTeamChanged(player)
        end
        end


        local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
        cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
        onTeamChanged(cPlayer)

      </ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX104">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Sound</string>
					<ProtectedString name="Source">-- util

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.archivable = false
	sound.Parent = script.Parent.Head
	return sound
end

-- declarations

local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)

-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end

-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX105">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<ProtectedString name="Source">function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	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)
	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	pose = &quot;Seated&quot;
end

function onPlatformStanding()
	pose = &quot;PlatformStanding&quot;
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == &quot;Tool&quot; then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end
 
	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == &quot;Running&quot;) then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Climbing&quot;) then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX101">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>34</X>
						<Y>4.5</Y>
						<Z>-182.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
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							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.0897301659</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX109</Ref>
						<Ref name="Part1">RBX118</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor6D" referent="RBX119">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Neck</string>
						<Ref name="Part0">RBX109</Ref>
						<Ref name="Part1">RBX120</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX121">
				<Properties>
					<float name="Health">100</float>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<float name="WalkSpeed">16</float>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX122">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RobloxTeam</string>
					<ProtectedString name="Source">-- Now with exciting TeamColors HACK!

        function waitForChild(parent, childName)
        local child = parent:findFirstChild(childName)
        if child then return child end
        while true do
        child = parent.ChildAdded:wait()
        if child.Name==childName then return child end
        end
        end

        -- TEAM COLORS


        function onTeamChanged(player)

        wait(1)

        local char = player.Character
        if char == nil then return end

        if player.Neutral then
        -- Replacing the current BodyColor object will force a reset
        local old = char:findFirstChild(&quot;Body Colors&quot;)
        if not old then return end
        old:clone().Parent = char
        old.Parent = nil
        else
        local head = char:findFirstChild(&quot;Head&quot;)
        local torso = char:findFirstChild(&quot;Torso&quot;)
        local left_arm = char:findFirstChild(&quot;Left Arm&quot;)
        local right_arm = char:findFirstChild(&quot;Right Arm&quot;)
        local left_leg = char:findFirstChild(&quot;Left Leg&quot;)
        local right_leg = char:findFirstChild(&quot;Right Leg&quot;)

        if head then head.BrickColor = BrickColor.new(24) end
        if torso then torso.BrickColor = player.TeamColor end
        if left_arm then left_arm.BrickColor = BrickColor.new(26) end
        if right_arm then right_arm.BrickColor = BrickColor.new(26) end
        if left_leg then left_leg.BrickColor = BrickColor.new(26) end
        if right_leg then right_leg.BrickColor = BrickColor.new(26) end
        end
        end

        function onPlayerPropChanged(property, player)
        if property == &quot;Character&quot; then
        onTeamChanged(player)
        end
        if property== &quot;TeamColor&quot; or property == &quot;Neutral&quot; then
        onTeamChanged(player)
        end
        end


        local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
        cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
        onTeamChanged(cPlayer)

      </ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX123">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Sound</string>
					<ProtectedString name="Source">-- util

function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	end
end

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.archivable = false
	sound.Parent = script.Parent.Head
	return sound
end

-- declarations

local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)

-- functions

function onDied()
	sDied:Play()
end

function onState(state, sound)
	if state then
		sound:Play()
	else
		sound:Pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:Play()
	else
		sRunning:Pause()
	end
end

-- connect up

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX124">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<ProtectedString name="Source">function waitForChild(parent, childName)
	local child = parent:findFirstChild(childName)
	if child then return child end
	while true do
		child = parent.ChildAdded:wait()
		if child.Name==childName then return child end
	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)
	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	pose = &quot;Seated&quot;
end

function onPlatformStanding()
	pose = &quot;PlatformStanding&quot;
end

function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


-- same as jump for now

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == &quot;Tool&quot; then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == &quot;toolanim&quot; and c.className == &quot;StringValue&quot; then
			return c
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency
  
	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end
 
	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

	local climbFudge = 0
	
	if (pose == &quot;Running&quot;) then
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Climbing&quot;) then
		RightShoulder.MaxVelocity = 0.5 
		LeftShoulder.MaxVelocity = 0.5
		amplitude = 1
		frequency = 9
		climbFudge = 3.14
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle + climbFudge
	LeftShoulder.DesiredAngle = desiredAngle - climbFudge
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)

-- main program

local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	local _, time = wait(0.1)
	move(time)
end
</ProtectedString>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX120">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>21</X>
						<Y>4.5</Y>
						<Z>-185.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">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>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX125">
					<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>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX126">
					<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>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX114">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>22.5</X>
						<Y>3</Y>
						<Z>-185.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX118">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>21.5</X>
						<Y>1</Y>
						<Z>-185.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<token name="Material">256</token>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX112">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>19.5</X>
						<Y>3</Y>
						<Z>-185.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
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	<Item class="Selection" referent="RBX192">
		<Properties>
			<string name="Name">Selection</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX193</External>
	<Item class="Lighting" referent="RBX194">
		<Properties>
			<Color3 name="Ambient">4286611584</Color3>
			<float name="Brightness">1</float>
			<Color3 name="ColorShift_Bottom">4278190080</Color3>
			<Color3 name="ColorShift_Top">4278190080</Color3>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="ShadowColor">4289967032</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="ChangeHistoryService" referent="RBX195">
		<Properties>
			<string name="Name">ChangeHistoryService</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX196</External>
	<External>RBX197</External>
	<External>RBX198</External>
</roblox>