Roblox/luau_corpus huggingface dataset:
--		child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
		if child.Part1.Name == "HumanoidRootPart" then
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over.
				GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly.
				GUI:Clone().Parent = player.PlayerGui --// Compact version
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = true
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true
				--[[script.Parent.Parent.Body.Lights.Runners.A.Material = "Neon"
				script.Parent.Parent.Body.Lights.Runners.B.Material = "Neon"]]
			end
		end
	end
end)

script.Parent.ChildRemoved:connect(function(child)
	if child:IsA("Weld") then
		if child.Part1.Name == "HumanoidRootPart" then
			game.Workspace.CurrentCamera.FieldOfView = 70
			player = game.Players:GetPlayerFromCharacter(child.Part1.Parent)
			if player and player.PlayerGui:FindFirstChild("SS3") then
				player.PlayerGui:FindFirstChild("SS3"):Destroy()
				script.Parent.Parent.Body.Dash.Screen.G.Enabled = false
				script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false
				--[[script.Parent.Parent.Body.Lights.Runners.A.Material = "SmoothPlastic"
				script.Parent.Parent.Body.Lights.Runners.B.Material = "SmoothPlastic"]]
			end
		end
	end	
end)
--Made by ?!?!?!?!, just group with the model to get it to work.  This button also works for planes.
--Do not change anything besides the lines mentioned below.Again,Group it to anything you want(Cars,Trains,Planes Etc.)

model = script.Parent.Parent--Indicates that the script interacts with the model the button is grouped with.
messageText = "Regenerating... "--If you want a message to appear upon pressing, type it here.

message = Instance.new("Message")
message.Text = messageText
backup = model:clone()
enabled = true

function regenerate()
	message.Parent = game.Workspace
	model:remove()

	wait(3)--Change this number to display the regen message as long as you want in seconds.

	model = backup:clone()
	model.Parent = game.Workspace
	model:makeJoints()
	message.Parent = nil

	script.Disabled = true
	script.Parent.BrickColor = BrickColor.new(26)--Black
	wait(10)--Change this number to change the time in between regenerations via the button, in seconds..
	script.Parent.BrickColor = BrickColor.new(104)--Purple
	script.Disabled = false
end

function onHit(hit)
	if (hit.Parent:FindFirstChild("Humanoid") ~= nil) and enabled then
		regenerate()
	end
end

script.Parent.Touched:connect(onHit)
--Variable Setup
--Main Script
door.DoorButton.ClickDetector.MouseClick:connect(function()
	door.Door.Transparency = 1
	door.Door.CanCollide = false
	door.DoorButton.ClickDetector.MaxActivationDistance = 1
	light.Light1.Light.PointLight.Enabled = true
	light.Light1.Light.Transparency = 0
end)
door2.DoorButton.ClickDetector.MouseClick:connect(function()
	door2.Door.Transparency = 1
	door2.Door.CanCollide = false
	light.Light2.Light.PointLight.Enabled = true
	light.Light2.Light.Transparency = 0
end)
door3.DoorButton.ClickDetector.MouseClick:connect(function()
	door3.Door.Transparency = 1
	door3.Door.CanCollide = false
	door3.DoorButton.ClickDetector.MaxActivationDistance = 1
	light.Light3.Light.PointLight.Enabled = true
	light.Light3.Light.Transparency = 0
end)
door4.DoorButton.ClickDetector.MouseClick:connect(function()
	door4.Door.Transparency = 1
	door4.Door.CanCollide = false
	door4.DoorButton.ClickDetector.MaxActivationDistance = 1
	light.Light4.Light.PointLight.Enabled = true
	light.Light4.Light.Transparency = 0
end)
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain
local load = main.loadModule
local cf = load("cf")
local credits = load("Credits")
local updates = load("Updates")
-- Put this script in a Part or a ServerScriptService

local scriptToDestroy = game.Workspace.Map6.Badge.Nodead
game.Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(character)
		local humanoid = character:WaitForChild("Humanoid")

		humanoid.Died:Connect(function()
        scriptToDestroy:Destroy()
		end)
	end)
end)
-- // Constants \\ --
-- Services --
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
-------------------------
 
mouse.KeyDown:connect(function (key)
    key = string.lower(key)
        if key == "a" then
            	a = true
        elseif key == "d" then
                d = true
        elseif key == "w" then
                w = true
                rwd.Throttle = 1
				rwd.Torque = tq
				lwd.Throttle = 1
				lwd.Torque = ftq
				rrwd.Throttle = 1
				rrwd.Torque = ftq
				rwd.MaxSpeed = 400
				lwd.MaxSpeed = 400
				rrwd.MaxSpeed = 400
                carSeat.Throttle = 1
                carSeat.Torque = 0
                elseif key == "s" then
                s = true    
                carSeat.Throttle = 0
                carSeat.Torque = 0
				rwd.Throttle = -1
				rwd.Torque = brk
				lwd.Throttle = -1
				lwd.Torque = brk
				rrwd.Throttle = -1
				rrwd.Torque = brk
				rwd.MaxSpeed = 25
				lwd.MaxSpeed = 25
				rrwd.MaxSpeed = 25
                end
end)
 
mouse.KeyUp:connect(function (key)
    key = string.lower(key)
        if key == "a" then
                print("a up")
                if d == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
                end
        elseif key == "d" then
                print("d up")
                if a == false then
                m.DesiredAngle = 0
                        n.DesiredAngle = m.DesiredAngle
end
        end
        a = false
        d = false
end)
 
mouse.KeyUp:connect(function (key)
    key = string.lower(key)
if key == "w" or key == "s" then
        rwd.Throttle = 0
        rwd.Torque = 0
	    lwd.Throttle = 0
		lwd.Torque = 0
		rrwd.Throttle = 0
		rrwd.Torque = 0

       carSeat.Throttle = 0
carSeat.Torque = cst
        end
end)   
               
 
 
limitButton.MouseButton1Click:connect(function()
--// Ammo Settings			
	Ammo = 10;
	StoredAmmo = 1;
	MagCount = math.huge; --  If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
	ExplosiveAmmo = 3;
--Mobile support
local mobileGui = script.MobileGui
if userInputService.TouchEnabled then
	userInputService.ModalEnabled = true
	mobileGui.Parent = player.PlayerGui
	
	mobileGui.DrivePad.Up.MouseButton1Down:connect(function()
		movement = Vector2.new(movement.X, 1)
	end)
	mobileGui.DrivePad.Up.MouseButton1Up:connect(function()
		movement = Vector2.new(movement.X, 0)
	end)
	mobileGui.DrivePad.Down.MouseButton1Down:connect(function()
		movement = Vector2.new(movement.X, -1)
	end)
	mobileGui.DrivePad.Down.MouseButton1Up:connect(function()
		movement = Vector2.new(movement.X, 0)
	end)
	mobileGui.TurnPad.Left.MouseButton1Down:connect(function()
		movement = Vector2.new(-1, movement.Y)
	end)
	mobileGui.TurnPad.Left.MouseButton1Up:connect(function()
		movement = Vector2.new(0, movement.Y)
	end)
	mobileGui.TurnPad.Right.MouseButton1Down:connect(function()
		movement = Vector2.new(1, movement.Y)
	end)
	mobileGui.TurnPad.Right.MouseButton1Up:connect(function()
		movement = Vector2.new(0, movement.Y)
	end)
	
	mobileGui.ExitButton.Text = "Exit " .. car.Name
	mobileGui.ExitButton.MouseButton1Click:connect(function()
		character.Humanoid.Jump = true
	end)
else
	mobileGui:Destroy()
end
--Made by Luckymaxer

Figure = script.Parent

BasePart = Instance.new("Part")
BasePart.Material = Enum.Material.Plastic
BasePart.Shape = Enum.PartType.Block
BasePart.TopSurface = Enum.SurfaceType.Smooth
BasePart.BottomSurface = Enum.SurfaceType.Smooth
BasePart.FormFactor = Enum.FormFactor.Custom
BasePart.Size = Vector3.new(0.2, 0.2, 0.2)
BasePart.CanCollide = true
BasePart.Locked = true
BasePart.Anchored = false

Humanoid = Figure:WaitForChild("Humanoid")
Head = Figure:WaitForChild("Head")

Logo = Head:FindFirstChild("Logo")

Spawn(function()
	if Logo then
		Logo.Enabled = true
		wait(5)
		Logo.Enabled = false
	end
end)

Humanoid.MaxHealth = 250
Humanoid.Health = Humanoid.MaxHealth
-- Modules
local Data = ServerScriptService.Data
local Data_Modules = Data.Modules
local DataStore = require(Data_Modules.DataStore)
local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts")
local GameSettings = require(ModuleScripts:WaitForChild("GameSettings"))
--------RIGHT DOOR --------

game.Workspace.doorright.l53.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(106)

game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--// Bullet Physics
	BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop
	BulletSpeed = 1500; -- Bullet Speed
	BulletSpread = 0; -- How much spread the bullet has
	
	ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
	ExploSpeed = 600; -- Speed for explosive rounds
	
	BulletDecay = 1000000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
--On line 10, change the currency name 'Points' to the name of the currency you're using. Make it all ONE WORD.






local RankP = {'1'}

local Randoms = math.random(.001,#RankP)







local Humanoid = script.Parent.Humanoid
function pp() 
local tag = Humanoid:findFirstChild("creator") 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild("leaderstats") 
			if Leaderstats ~= nil then 
Leaderstats.Money.Value = Leaderstats.Money.Value + 700000
Leaderstats.Ranks.Value = Leaderstats.Ranks.Value + Randoms --How much recieved after killing. (Erase number and put your own set amount)
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(pp)
-- VERTICE INDEX ARRAYS

local BLOCK = {1, 2, 3, 4, 5, 6, 7, 8}
local WEDGE = {1, 2, 5, 6, 7, 8}
local CORNERWEDGE = {4, 5, 6, 7, 8}
------------
Player.Character.Torso["Right Hip"]:destroy()
glue1 = Instance.new("Glue", Player.Character.Torso)
glue1.Part0 = Player.Character.Torso
glue1.Part1 = rightleg
glue1.Name = "Right leg"
collider1 = Instance.new("Part", rightleg)
collider1.Position = Vector3.new(0,9999,0)
collider1.Size = Vector3.new(1.5, 1, 1)
collider1.Shape = "Cylinder"
local weld1 = Instance.new("Weld", collider1)
weld1.Part0 = rightleg
weld1.Part1 = collider1
weld1.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2)
collider1.TopSurface = "Smooth"
collider1.BottomSurface = "Smooth"
collider1.formFactor = "Symmetric"
glue1.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
glue1.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
collider1.Transparency = 1
-- / Settings / --
local Settings = {
	TweenTime = 1
}

while true do
	for _, Color in pairs(Colors) do
		TweenService:Create(
			Highlight,
			
			TweenInfo.new(
				Settings.TweenTime,
				Enum.EasingStyle.Linear
			),
			
			{
				FillColor = Color
				
			}
		):Play()
		
		task.wait(Settings.TweenTime + 0.5)
	end
end
-- Update position of all confetti.
svcRun.RenderStepped:Connect(function()
	for _,val in pairs(confetti) do
		if (confettiColors) then val:SetColors(confettiColors); end;
		val.Enabled = confettiActive;
		val:Update();
	end;
end);

local fire = function(paramColors)
	confettiColors = paramColors;
	spawn(function()
		confettiActive = true;
		wait(tick);
		confettiActive = false;
	end);
end;
while wait(5) do
	fire({Color3.fromRGB(255,0,0), Color3.fromRGB(0,255,0), Color3.fromRGB(0,0,255)});
end;
--Listen for new seat
CollectionService:GetInstanceAddedSignal(SeatTag):Connect(function(seat)
	Seats[seat] = seat
end)

CollectionService:GetInstanceRemovedSignal(SeatTag):Connect(function(seat)
	Seats[seat] = nil
end)
--[[
	Pickup visualizer implementation
]]

local pickupVisualizer = {}

function pickupVisualizer.start()
	for _, instance in pairs(CollectionService:GetTagged(PICKUP_SPAWNER_TAG)) do
		pickupAdded(instance)
	end

	maid.pickupAddedConnection = CollectionService:GetInstanceAddedSignal(PICKUP_SPAWNER_TAG):Connect(pickupAdded)
	maid.pickupRemovedConnection = CollectionService:GetInstanceRemovedSignal(PICKUP_SPAWNER_TAG):Connect(pickupRemoved)

	maid.actionActivatedConnection = ActionPrompts.actionActivated:connect(actionActivated)
end

function pickupVisualizer.stop()
	for _, instance in pairs(CollectionService:GetTagged(PICKUP_SPAWNER_TAG)) do
		pickupRemoved(instance)
	end

	maid:clean()
end

return pickupVisualizer
--[[Engine]]
	--Torque Curve
	Tune.Horsepower		= 1825		--	[TORQUE CURVE VISUAL]
	Tune.IdleRPM		= 700		--		https://www.desmos.com/calculator/2uo3hqwdhf
	Tune.PeakRPM		= 6000		--		Use sliders to manipulate values
	Tune.Redline		= 6700		--		Copy and paste slider values into the respective tune values
	Tune.EqPoint		= 5500
	Tune.PeakSharpness	= 7.5
	Tune.CurveMult		= 0.16
	
	--Incline Compensation
	Tune.InclineComp	= 1.7			-- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
	
	--Misc
	Tune.RevAccel		= 150		-- RPM acceleration when clutch is off
	Tune.RevDecay		= 75		-- RPM decay when clutch is off
	Tune.RevBounce		= 500		-- RPM kickback from redline
	Tune.IdleThrottle	= 3			-- Percent throttle at idle
	Tune.ClutchTol		= 500		-- Clutch engagement threshold (higher = faster response)
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	if speed > 0.5 then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if jumpAnimTime <= 0 then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end
--!strict
--[[
	Symbols have the type 'userdata', but when printed or coerced to a string,
	the symbol will turn into the string given as its name.

	**This implementation provides only the `Symbol()` constructor and the
	global registry via `Symbol.for_`.**

	Other behaviors, including the ability to find all symbol properties on
	objects, are not implemented.
]]
export type Symbol = typeof(newproxy(true)) & { [string]: any }

return {
	new = function(name: string?): Symbol
		local self = newproxy(true) :: any

		local wrappedName = "Symbol()"
		if name then
			wrappedName = ("Symbol(%s)"):format(name)
		end

		getmetatable(self).__tostring = function()
			return wrappedName
		end

		return (self :: any) :: Symbol
	end,
}
-------------------------
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
N.One1.BrickColor = BrickColor.new("Really black")
N.One2.BrickColor = BrickColor.new("Really black")
N.One4.BrickColor = BrickColor.new("Really black")
N.One8.BrickColor = BrickColor.new("Really black")
N.Three4.BrickColor = BrickColor.new("Really black")
N.Two1.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[
	This is a simple signal implementation that has a dead-simple API.

		local signal = createSignal()

		local disconnect = signal:subscribe(function(foo)
			print("Cool foo:", foo)
		end)

		signal:fire("something")

		disconnect()
]]

local function createSignal()
	local connections = {}
	local suspendedConnections = {}
	local firing = false

	local function subscribe(_self, callback)
		assert(typeof(callback) == "function", "Can only subscribe to signals with a function.")

		local connection = {
			callback = callback,
			disconnected = false,
		}

		-- If the callback is already registered, don't add to the suspendedConnection. Otherwise, this will disable
		-- the existing one.
		if firing and not connections[callback] then
			suspendedConnections[callback] = connection
		end

		connections[callback] = connection

		local function disconnect()
			assert(not connection.disconnected, "Listeners can only be disconnected once.")

			connection.disconnected = true
			connections[callback] = nil
			suspendedConnections[callback] = nil
		end

		return disconnect
	end

	local function fire(_self, ...)
		firing = true
		for callback, connection in pairs(connections) do
			if not connection.disconnected and not suspendedConnections[callback] then
				callback(...)
			end
		end

		firing = false

		for callback, _ in pairs(suspendedConnections) do
			suspendedConnections[callback] = nil
		end
	end

	return {
		subscribe = subscribe,
		fire = fire,
	}
end

return createSignal
--------RIGHT DOOR 7--------
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(135)

game.Workspace.doorright.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(102)
-- ScreenSize -> WorldSize
function ScreenSpace.ScreenWidthToWorldWidth(screenWidth, depth)
	local aspectRatio = ScreenSpace.AspectRatio()
	local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
	local wfactor = aspectRatio*hfactor
	local sx = ScreenSpace.ViewSizeX()
	--
	return -(screenWidth / sx) * 2 * wfactor * depth
end
function ScreenSpace.ScreenHeightToWorldHeight(screenHeight, depth)
	local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
	local sy = ScreenSpace.ViewSizeY()
	--
	return -(screenHeight / sy) * 2 * hfactor * depth
end
--[[
	Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent._Index

return require(PackageIndex["roact-fit-components-d6c8b1ec-a4a29eae"].Packages["roact-fit-components"])
--------RIGHT DOOR 3--------
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)

game.Workspace.doorright.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(102)
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR

local TycoonName = "Batman tycoon"

if game.Workspace:FindFirstChild(TycoonName) then
	local s = nil
	local bTycoon = game.Workspace:FindFirstChild(TycoonName)
	local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
	local new_Collector = zTycoon['READ ME'].Script:Clone()
	local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()
	if zTycoon then
		for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'
			if v then
				s = v.PurchaseHandler:Clone()
				v:Destroy()
			end
		end
		-- Now make it compatiable
		if s ~= nil then
			for i,v in pairs(bTycoon.Tycoons:GetChildren()) do
				local New_Tycoon = v:Clone()
				New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()
				s:Clone().Parent = New_Tycoon
				local Team_C = Instance.new('BrickColorValue',New_Tycoon)
				Team_C.Value = BrickColor.new(tostring(v.Name))
				Team_C.Name = "TeamColor"
				New_Tycoon.Name = v.TeamName.Value
				New_Tycoon.Cash.Name = "CurrencyToCollect"
				New_Tycoon.Parent = zTycoon.Tycoons
				New_Tycoon.TeamName:Destroy()
				v:Destroy()
				New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()
				local n = new_Collector:Clone()
				n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')
				n.Disabled = false
				New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()
				local g = Gate:Clone()
				g.Parent = New_Tycoon.Gate['Touch to claim ownership!']
			end
		else
			error("Please don't tamper with script names or this won't work!")
		end
	else
		error("Please don't change the name of our tycoon kit or it won't work!")
	end
	bTycoon:Destroy()
	Gate:Destroy()
	new_Collector:Destroy()
	print('Transfer complete! :)')
else
	error("Check if you spelt the kit's name wrong!")
end
-- Right Legs
character.RagdollRig.ConstraintRightUpperLeg.Attachment0 = RUL
character.RagdollRig.ConstraintRightUpperLeg.Attachment1 = RULRig
character.RagdollRig.ConstraintRightLowerLeg.Attachment0 = RLL
character.RagdollRig.ConstraintRightLowerLeg.Attachment1 = RLLRig
character.RagdollRig.ConstraintRightFoot.Attachment0 = RF
character.RagdollRig.ConstraintRightFoot.Attachment1 = RFRig

wait(0.1)