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Stance.OnServerEvent:connect(function(Player, L_97_arg2, Virar, Rendido)

	local char		= Player.Character
	local Torso		= char:WaitForChild("Torso")
	local Saude 	= char:WaitForChild("Saude")

if char.Humanoid.Health > 0 then

	local RootPart 	= char:WaitForChild("HumanoidRootPart")
	local RootJoint = RootPart:WaitForChild("RootJoint")
	local Neck 		= char["Torso"]:WaitForChild("Neck")
	local RS 		= char["Torso"]:WaitForChild("Right Shoulder")
	local LS 		= char["Torso"]:WaitForChild("Left Shoulder")
	local RH 		= char["Torso"]:WaitForChild("Right Hip")
	local LH 		= char["Torso"]:WaitForChild("Left Hip")
	local LeftLeg 	= char["Left Leg"]
	local RightLeg 	= char["Right Leg"]
	local Proned2
		
	RootJoint.C1 	= CFrame.new()
	
	if L_97_arg2 == 2 and char then

		TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,-2.5,1.35)* CFrame.Angles(math.rad(-90),0,math.rad(0))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(0.9,1.1,0)* CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-0.9,1.1,0)* CFrame.Angles(math.rad(-180),math.rad(-90),math.rad(0))} ):Play()
		--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1.25,0)* CFrame.Angles(math.rad(0),math.rad(0),math.rad(180))} ):Play()

		
	elseif L_97_arg2 == 1 and char then

		TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(0))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
		--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()

	elseif L_97_arg2 == 0 and char then	

		TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-0),0,math.rad(0))} ):Play()
		TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
		--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
	end
	if Virar == 1 then
		if L_97_arg2 == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(1,0,0) * CFrame.Angles(math.rad(0),0,math.rad(-30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
		elseif L_97_arg2 == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(-30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
		end
	elseif Virar == -1 then
		if L_97_arg2 == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(-1,0,0) * CFrame.Angles(math.rad(0),0,math.rad(30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
		elseif L_97_arg2 == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(30))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
		end
	elseif Virar == 0 then
		if L_97_arg2 == 0 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,0,0)* CFrame.Angles(math.rad(-0),0,math.rad(0))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1,0)* CFrame.Angles(math.rad(-0),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-90),math.rad(0),math.rad(180))} ):Play()
		elseif L_97_arg2 == 1 then
			TS:Create(RootJoint, TweenInfo.new(.3), {C0 = CFrame.new(0,-1,0.25)* CFrame.Angles(math.rad(-10),0,math.rad(0))} ):Play()
			TS:Create(RH, TweenInfo.new(.3), {C0 = CFrame.new(1,-0.35,-0.65)* CFrame.Angles(math.rad(-20),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LH, TweenInfo.new(.3), {C0 = CFrame.new(-1,-1.25,-0.625)* CFrame.Angles(math.rad(-60),math.rad(-90),math.rad(0))} ):Play()
			TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
			TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
			--TS:Create(Neck,	TweenInfo.new(.3), {C0 = CFrame.new(0,1,0)* CFrame.Angles(math.rad(-80),math.rad(0),math.rad(180))} ):Play()
			
		end
	end

	if Rendido and Saude.Stances.Algemado.Value == false then
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.75,0)* CFrame.Angles(math.rad(110),math.rad(120),math.rad(70))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.75,0)* CFrame.Angles(math.rad(110),math.rad(-120),math.rad(-70))} ):Play()
	elseif Saude.Stances.Algemado.Value == true then
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(.6,0.75,0)* CFrame.Angles(math.rad(240),math.rad(120),math.rad(100))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-.6,0.75,0)* CFrame.Angles(math.rad(240),math.rad(-120),math.rad(-100))} ):Play()
	else
		TS:Create(RS, TweenInfo.new(.3), {C0 = CFrame.new(1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(90),math.rad(0))} ):Play()
		TS:Create(LS, TweenInfo.new(.3), {C0 = CFrame.new(-1,0.5,0)* CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0))} ):Play()
	end
end

end)

Fome.OnServerEvent:Connect(function(Player)
	local Char = Player.Character
	local Saude = Char:WaitForChild("Saude")
	Saude.Stances.Caido.Value = true
end)


Algemar.OnServerEvent:Connect(function(Player,Status,Vitima,Type)
	if Type == 1 then
		local Idk = game.Players:FindFirstChild(Vitima)
		Idk.Character.Saude.Stances.Rendido.Value = Status
	else
		local Idk = game.Players:FindFirstChild(Vitima)
		Idk.Character.Saude.Stances.Algemado.Value = Status
	end
end)