Roblox/luau_corpus huggingface dataset:
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
local v3 = require(game.ReplicatedStorage.Modules.Lightning);
local v4 = require(game.ReplicatedStorage.Modules.Xeno);
local v5 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__6 = game.TweenService;
local l__Debris__7 = game.Debris;
function v1.RunStompFx(p1, p2, p3, p4)
	local v8 = game.ReplicatedStorage.KillFX.Portal.Portal:Clone();
	v8.Parent = workspace.Ignored.Animations;
	v8.Portal:Play();
	v8.CFrame = CFrame.new(p2.Position) * CFrame.new(math.random(-15, 15), 5, math.random(-15, 15));
	local v9 = game.ReplicatedStorage.KillFX.Portal:FindFirstChildOfClass("BodyPosition"):Clone();
	v9.Position = v8.Position;
	v9.Parent = p2;
	for v10, v11 in pairs(p2.Parent:GetDescendants()) do
		if v11:IsA("Decal") or v11:IsA("BasePart") then
			game.TweenService:Create(v11, TweenInfo.new(1, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), {
				Transparency = 1
			}):Play();
		end;
	end;
	task.delay(0.5, function()
		for v12, v13 in pairs(v8.Attachment:GetChildren()) do
			v13.Enabled = false;
			task.wait(0.3);
			v13.Squash = NumberSequence.new(0.1, 1);
		end;
	end);
	return nil;
end;
return v1;
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take

Cooldown = 3 -- cooldown for use of the tool again

ZoneModelName = "Dark string" -- name the zone model

MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// Player Events

game:GetService("RunService").Heartbeat:connect(function()
	for _,v in pairs(game.Players:GetChildren()) do
		UpdateTag(v)
	end
end)
-- Return attempt debugging ID when converted to string
function Attempt:__tostring()
	return self.Id:gsub('table', 'Attempt');
end;
--[[*
 * This API should be called `delete` but we'd have to make sure to always
 * transform these to strings for IE support. When this transform is fully
 * supported we can rename it.
 ]]

local Shared = script.Parent
local Packages = Shared.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Error = LuauPolyfill.Error
local inspect = LuauPolyfill.util.inspect
local getComponentName = require(script.Parent.getComponentName)

local exports = {}

local function isValidFiber(fiber): boolean
	return fiber.tag ~= nil
		and fiber.subtreeFlags ~= nil
		and fiber.lanes ~= nil
		and fiber.childLanes ~= nil
end

exports.remove = function(key)
	key._reactInternals = nil
end

exports.get = function(key)
	local value = key._reactInternals

	-- ROBLOX deviation: we have a crash in production this will help catch
	-- ROBLOX TODO: wrap this in __DEV__
	if not isValidFiber(value) then
		error(
			Error.new(
				"invalid fiber in "
					.. (getComponentName(key) or "UNNAMED Component")
					.. " during get from ReactInstanceMap! "
					.. inspect(value)
			)
		)
	elseif value.alternate ~= nil and not isValidFiber(value.alternate) then
		error(
			Error.new(
				"invalid alternate fiber ("
					.. (getComponentName(key) or "UNNAMED alternate")
					.. ") in "
					.. (getComponentName(key) or "UNNAMED Component")
					.. " during get from ReactInstanceMap! "
					.. inspect(value.alternate)
			)
		)
	end

	return value
end

exports.has = function(key)
	return key._reactInternals ~= nil
end

exports.set = function(key, value)
	-- ROBLOX deviation: we have a crash in production this will help catch
	-- ROBLOX TODO: wrap this in __DEV__
	local parent = value
	local message
	while parent ~= nil do
		if not isValidFiber(parent) then
			message = "invalid fiber in "
				.. (getComponentName(key) or "UNNAMED Component")
				.. " being set in ReactInstanceMap! "
				.. inspect(parent)
				.. "\n"

			if value ~= parent then
				message ..= " (from original fiber " .. (getComponentName(key) or "UNNAMED Component") .. ")"
			end
			error(Error.new(message))
		elseif
			(parent :: any).alternate ~= nil
			and not isValidFiber((parent :: any).alternate)
		then
			message = "invalid alternate fiber ("
				.. (getComponentName(key) or "UNNAMED alternate")
				.. ") in "
				.. (getComponentName(key) or "UNNAMED Component")
				.. " being set in ReactInstanceMap! "
				.. inspect((parent :: any).alternate)
				.. "\n"

			if value ~= parent then
				message ..= " (from original fiber " .. (getComponentName(key) or "UNNAMED Component") .. ")"
			end
			error(Error.new(message))
		end
		parent = (parent :: any).return_
	end

	(key :: any)._reactInternals = value
end

return exports
--TweenParts
local Hinge = script.Parent.Parent.Hinge1
local OpenHinge = script.Parent.Parent.Open1
local ClosedHinge = script.Parent.Parent.Closed1
local Hinge1 = script.Parent.Parent.Hinge0
local OpenHinge1 = script.Parent.Parent.Open0
local ClosedHinge1 = script.Parent.Parent.Closed0
--Refer to Settings.COMPARISON_CHECKS
local function comparePosition(self)
	if self._currentWaypoint == #self._waypoints then return end
	self._position._count = ((self._agent.PrimaryPart.Position - self._position._last).Magnitude <= 0.07 and (self._position._count + 1)) or 0
	self._position._last = self._agent.PrimaryPart.Position
	if self._position._count >= Settings.COMPARISON_CHECKS then
		setJumpState(self)
	end
end
--ice
script.Parent.Color = randval6 --Color3.new(math.random(), math.random(), math.random()) 
wait(0.5)
script.Parent.Color = randval7 --Color3.new(math.random(), math.random(), math.random()) 
wait(0.5)
mode10()
end

while true do 
randval1 = Color3.new(1,0,0) --Red
randval2 = Color3.new(0,1,0) --Green
randval3 = Color3.new(0,0,1) --Blue
randval4 = Color3.new(1,1,0) --yellow
randval5 = Color3.new(1,0,1) --mag
randval6 = Color3.new(0,1,1) --cyn
randval7 = Color3.new(1,1,1) --white
randval8 = Color3.new(0,0,0) --blk

mode9()
end
-- Variables
local ServerStorage = game:GetService("ServerStorage")

local particlesFolder = ServerStorage:WaitForChild("SpecialEffects")
local upgradeParticle = particlesFolder:WaitForChild("ParticleLap")
local upgradeCheckpoint = particlesFolder:WaitForChild("ParticleCheckpoint")

local particleHolderName = "HumanoidRootPart"
local particleEmitRate = 20
-- Variables for services
local render = game:GetService("RunService").RenderStepped
local runService = game:GetService("RunService")
local contextActionService = game:GetService("ContextActionService")
local userInputService = game:GetService("UserInputService")
--DO NOT EDIT BELOW!

local door = script.Parent


local db = false
door.Touched:connect(function(hit)
 if not db then
  db = true
  local humanoid = hit.Parent:FindFirstChild("Humanoid")
  if humanoid then
   local plr = game.Players:GetPlayerFromCharacter(hit.Parent)
   for _,name in pairs(Admins) do
    if string.lower(plr.Name) == string.lower(name) then
     door.Transparency = 0
     door.CanCollide = false
     wait(3)
     door.Transparency = 0
     door.CanCollide = true
    end
   end
  end
  db = false
 end
end)
-- // Visual Config
local CONE_HEIGHT = 0.25
local LINE_THICKNESS = 2.5
local TRANSPARENCY = 0.5
local ALWAYS_ON_TOP = true
---Basic_Settings:---
local light = true -- Set to false if u dont have light added
local maxv = 133 -- Max Speed In REAL KT.. Check Online for the real Aviation speed for this plane
local minspeed = -30 -- min speed In real KT 
local Spd_keep = true-- Set to false if U dont want the function to Speed up/down if u hold M/N down, and after release it stops
--> CUSTOMISATION
local AccelerationTime = 1
local DropTime = 2
-- Checks if the model that the part is in has been destroyed
local function isModelDestroyed(part, destroyedModels)
	local model = getModel(part)
	for i, destroyedModel in pairs(destroyedModels) do
		if (model == destroyedModel) then
			return true
		end
	end
		
	return false
end
--Deadzone Adjust
local _PPH = _Tune.Peripherals
	for i,v in pairs(_PPH) do
	local a = Instance.new("IntValue",Controls)
	a.Name = i
	a.Value = v
	a.Changed:connect(function() 
		a.Value=math.min(100,math.max(0,a.Value))
		_PPH[i] = a.Value
	end)
end
-- Events
local gameStageChanged = ReplicatedStorage.Events.GameStageChange
local getGameStage = ReplicatedStorage.Events.GetGameStage
--local NormalWalk = Character.WalkSpeed
UserInputService.InputBegan:Connect(function(input,processing)
	if not processing then
		if input.KeyCode == Enum.KeyCode.LeftShift then
			if isRunning then
				Character.Humanoid.WalkSpeed = 40
			end
		end
	end
end)

UserInputService.InputEnded:Connect(function(input,processing)
	if not processing then
		if input.KeyCode == Enum.KeyCode.LeftShift then
			Character.Humanoid.WalkSpeed = 16
		end
	end
end)

task.wait(1)
Character.Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
	if Character.Humanoid.MoveDirection.Magnitude > 0 then
		isRunning = true
	else
		isRunning = false
	end
end)
--[[
	r x d e s i r e
	onPlayerAdded
--]]

function added(player)	
	
	local GUI = script.IntroGui:clone()
	GUI.Parent = player:WaitForChild("PlayerGui")

end
game.Players.PlayerAdded:connect(added)
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman)
	return not (sameTeam(otherHuman) and not FriendlyFire==true)
end

function boom()
	wait(10)
	Used = true
	Object.Anchored = true
	Object.CanCollide = false
	Object.Sparks.Enabled = false
	Object.Orientation = Vector3.new(0,0,0)
	Object.Transparency = 1
	Object.Fuse:Stop()
	Object.Explode:Play()
	Object.Dist:Play()
	Object.Explosion:Emit(500)
	Explode()
end

Object.Touched:Connect(function(part)
	if Used == true or part.Name == "Handle" then return end
	if part:IsDescendantOf(Tag.Value.Character) then return end
	if part.Parent then
		if part.Parent:FindFirstChild("Humanoid") then
			local human = part.Parent.Humanoid
			if checkTeams(human) then
				tagHuman(human)
				human:TakeDamage(Damage)
			end
		end
		Used = true
		Object.Impact:Play()
		Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10)
		Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10)
		game:GetService("Debris"):AddItem(Object, 10)
	end
end)

boom()
--[=[
	Handles observing the value conditionalli

	@param condition function | nil
	@return Observable<Brio<any>>
]=]
function AttributeValue:ObserveBrio(condition)
	return RxAttributeUtils.observeAttributeBrio(self._object, self._attributeName, condition)
end
-- Decompiled with the Synapse X Luau decompiler.

local v1 = {};
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
local v3 = require(game.ReplicatedStorage.Modules.Lightning);
local v4 = require(game.ReplicatedStorage.Modules.Xeno);
local v5 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__6 = game.TweenService;
local l__Debris__7 = game.Debris;
function v1.RunStompFx(p1, p2, p3, p4)
	local l__Parent__8 = p2.Parent;
	local v9 = game.ReplicatedStorage.KillFX.Ghost.Ghost:Clone();
	v9.Name = "Ghost" .. l__Parent__8.Name;
	v9.Parent = workspace.Ignored.Animations;
	v9.PrimaryPart.CFrame = CFrame.new(l__Parent__8.LowerTorso.Position) * CFrame.new(0, 0, 0) * CFrame.Angles(0, math.rad(math.random(-360, 360)), 0);
	v9:WaitForChild("Humanoid"):ApplyDescription((game.Players:GetHumanoidDescriptionFromUserId(game.Players:WaitForChild(l__Parent__8.Name).UserId)));
	game.Debris:AddItem(v9, 4);
	v9.HumanoidRootPart.Attachment.RingRelease.Enabled = false;
	task.delay(0, function()
		local u1 = nil;
		u1 = game["Run Service"].Stepped:Connect(function()
			if v9.Parent == nil then
				u1:Disconnect();
				return;
			end;
			for v10, v11 in pairs(v9:GetChildren()) do
				if v11:IsA("BasePart") or v11:IsA("MeshPart") then
					v11.CanCollide = false;
				end;
			end;
		end);
		for v12, v13 in pairs(v9:GetChildren()) do
			if (v13:IsA("BasePart") or v13:IsA("Decal")) and (v13.Transparency == 1 or v13.Transparency == 0) then
				game.TweenService:Create(v13, TweenInfo.new(0.5, Enum.EasingStyle.Quart), {
					Transparency = 0.5
				}):Play();
			end;
		end;
	end);
	local v14 = v9.Humanoid:LoadAnimation(v9.Animation);
	v14:Play();
	for v15, v16 in pairs(l__Parent__8.Humanoid:GetChildren()) do
		if v9.Humanoid:FindFirstChild(v16.Name) and v16:IsA("ValueBase") then
			v9.Humanoid[v16.Name].Value = v16.Value;
		end;
	end;
	v9.UpperTorso.Ar:Play();
	local u2 = nil;
	u2 = v14:GetMarkerReachedSignal("Start"):Connect(function()
		for v17, v18 in pairs(v9:GetDescendants()) do
			if v18:IsA("BasePart") or v18:IsA("Decal") then
				game.TweenService:Create(v18, TweenInfo.new(1.5), {
					Transparency = 1
				}):Play();
			end;
		end;
		v9.UpperTorso.Sound:Play();
		u2:Disconnect();
	end);
	return nil;
end;
return v1;
--////////--
--The Meat--
--////////--

local Region = {}

function Region.new(...)
	local args = {...}
	local Object = nil
	local isBasePart = false
	if args[1] and pcall(function() isBasePart = args[1]:IsA("BasePart") end) and isBasePart then
		Object = CreateRegionFromPart(args[1])
	else
		Object = CreateRegion(args[1], args[3], args[2])
	end
	return Object
end

return Region
----------------------------------------------------------------------------------------------------
-----------------=[ General ]=----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	 TeamKill = true					--- Enable TeamKill?
	,TeamDamageMultiplier = 1			--- Between 0-1 | This will make you cause less damage if you hit your teammate
	
	,ReplicatedBullets = true			--- Keep in mind that some bullets will pass through surfaces...
	
	,AntiBunnyHop = false				--- Enable anti bunny hop system?
	,JumpCoolDown = 3					--- Seconds before you can jump again
	,JumpPower = 50						--- Jump power, default is 50
	
	,RealisticLaser = false				--- True = Laser line is invisible
	,ReplicatedLaser = true				
	,ReplicatedFlashlight = true
	
	,EnableRagdoll = true				--- Enable ragdoll death?
	,HitmarkerSound = false				--- GGWP MLG 360 NO SCOPE xD
-- Using the FindPartsInRegion3 API, this regen is "smart" and will NOT regenerate if something is in the way.
-- If something IS in the way, the script will wait for the area to be clear.

local plane = script.Parent.Plane:clone()
script.Parent.Plane.Cloned.Value,plane.Cloned.Value = true,true
script.Parent.Plane.Origin.Value = script.Parent
local regen = script.Parent.Regen
local active = false
local downtime = 5	-- This is the only thing you should edit in any script in this plane kit. Every other piece of code should be left alone

plane.PrimaryPart = plane.MainParts.Main
local planeSize = plane:GetModelSize()
local planePos = plane:GetModelCFrame().p
local v0 = (planePos-(planeSize/2))
local v1 = (planePos+(planeSize/2))
local region = Region3.new(v0,v1)	-- Creates a 3D space using two Vector3s

local gui = Instance.new("ScreenGui")
gui.Name = "RegenGui"
local f = Instance.new("Frame",gui)
f.Name = "Message"
f.Style = Enum.FrameStyle.RobloxRound
f.Position = UDim2.new(0.5,-150,0.25,-15)
f.Size = UDim2.new(0,300,0,30)
local t = Instance.new("TextLabel",f)
t.Name = "Msg"
t.Text = "Awaiting area to be clear for regeneration to continue"
t.TextColor3 = Color3.new(1,1,1)
t.Font = Enum.Font.ArialBold
t.FontSize = Enum.FontSize.Size12
t.Position = UDim2.new(0.5,0,0.5,0)

function getPassengers(pln)	-- Checks for other players in seats on the plane. If no one is on board, the plane will be marked as "inactive" and removed
	local plrs = {}
	local function scan(parent)
		for _,v in pairs(parent:GetChildren()) do
			if ((v:IsA("Seat")) or (v:IsA("VehicleSeat"))) then
				if ((v:findFirstChild("SeatWeld")) and (v.SeatWeld.Part1)) then
					local plr = game.Players:GetPlayerFromCharacter(v.SeatWeld.Part1.Parent)
					if (plr) then table.insert(plrs,plr) end
				end
			end
			scan(v)
		end
	end
	scan(pln)
	return plrs
end

function deleteInactivePlanes()
	for _,v in pairs(script.Parent:GetChildren()) do
		if (v.Name == plane.Name) then
			local passengers = getPassengers(v)
			if (#passengers == 0) then
				v:remove()
			end
		end
	end
end

function regionIsClear()
	local parts = game.Workspace:findPartsInRegion3(region,regen,100)
	return (#parts == 0)
end

function regenMain()
	local p = plane:clone()
	p.Parent = script.Parent
	p:MakeJoints()
end

regen.Touched:connect(function(obj)
	if (active) then return end
	local plr = game.Players:GetPlayerFromCharacter(obj.Parent)
	if (not plr) then return end
	active = true
	deleteInactivePlanes()
	for i = 0,0.5,0.1 do
		regen.Transparency = i
		wait()
	end
	regen.Transparency = 0.5
	while (not regionIsClear()) do
		wait(0.5)
		if ((plr) and (plr.Parent) and (plr:findFirstChild("PlayerGui"))) then
			gui.Parent = plr.PlayerGui
		end
	end
	gui.Parent = nil
	regenMain()
	wait(downtime)
	for i = 0.5,0,-0.1 do
		regen.Transparency = i
		wait()
	end
	regen.Transparency = 0
	active = false
end)
--[=[
	Like Blend.Spring, but for AccelTween

	@param source any -- Source observable (or convertable)
	@param acceleration any -- Source acceleration (or convertable)
	@return Observable
]=]
function Blend.AccelTween(source, acceleration)
	local sourceObservable = Blend.toPropertyObservable(source) or Rx.of(source)
	local accelerationObservable = Blend.toNumberObservable(acceleration)

	local function createAccelTween(maid, initialValue)
		local accelTween = AccelTween.new()

		if initialValue then
			accelTween.p = initialValue
			accelTween.t = initialValue
			accelTween.v = 0
		end

		if accelerationObservable then
			maid:GiveTask(accelerationObservable:Subscribe(function(value)
				assert(type(value) == "number", "Bad value")
				accelTween.a = value
			end))
		end

		return accelTween
	end

	-- TODO: Centralize and cache
	return Observable.new(function(sub)
		local accelTween
		local maid = Maid.new()

		local startAnimate, stopAnimate = StepUtils.bindToRenderStep(function()
			sub:Fire(accelTween.p)
			return accelTween.rtime > 0
		end)

		maid:GiveTask(stopAnimate)
		maid:GiveTask(sourceObservable:Subscribe(function(value)
			accelTween = accelTween or createAccelTween(maid, value)
			accelTween.t = value
			startAnimate()
		end))

		return maid
	end)
end
--[[ Local Functions ]]--
function MasterControl:GetHumanoid()
	if LocalCharacter then
		if CachedHumanoid then
			return CachedHumanoid
		else
			CachedHumanoid = LocalCharacter:FindFirstChildOfClass("Humanoid")
			return CachedHumanoid
		end
	end
end

VRService.Changed:connect(function(prop)
	if prop == "VREnabled" then
		VREnabled = VRService.VREnabled
	end
end)

local characterAncestryChangedConn = nil
local characterChildRemovedConn = nil
local function characterAdded(character)
	if characterAncestryChangedConn then
		characterAncestryChangedConn:disconnect()
	end

	if characterChildRemovedConn then
		characterChildRemovedConn:disconnect()
	end	
	
	LocalCharacter = character
	CachedHumanoid = LocalCharacter:FindFirstChildOfClass("Humanoid")
	characterAncestryChangedConn = character.AncestryChanged:connect(function()
		if character.Parent == nil then
			LocalCharacter = nil
		else
			LocalCharacter = character
		end
	end)
	
	characterChildRemovedConn = character.ChildRemoved:connect(function(child)
		if child == CachedHumanoid then
			CachedHumanoid = nil
		end
	end)
end

if LocalCharacter then
	characterAdded(LocalCharacter)
end
LocalPlayer.CharacterAdded:connect(characterAdded)


local getHumanoid = MasterControl.GetHumanoid
local moveFunc = LocalPlayer.Move
local getUserCFrame = VRService.GetUserCFrame
local updateMovement = function()
	
	if not areControlsEnabled then return end
	
	local humanoid = getHumanoid()
	if not humanoid then return end
	
	if isJumpEnabled and isJumping and not humanoid.PlatformStand then
		local state = humanoid:GetState()
		if state ~= STATE_JUMPING and state ~= STATE_FREEFALL and state ~= STATE_LANDED then
			humanoid.Jump = isJumping
		end
	end
	
	local adjustedMoveValue = moveValue
	if VREnabled and workspace.CurrentCamera.HeadLocked then
		local vrFrame = getUserCFrame(VRService, Enum.UserCFrame.Head)
		local lookVector = Vector3.new(vrFrame.lookVector.X, 0, vrFrame.lookVector.Z).unit
		local rotation = CFrame.new(ZERO_VECTOR3, lookVector)
		adjustedMoveValue = rotation:vectorToWorldSpace(adjustedMoveValue)
	end

	moveFunc(LocalPlayer, adjustedMoveValue, true)
end
--Char.Humanoid.BreakJointsOnDeath = false

if configuracao.EnableRagdoll == true then
	Char.Humanoid.Died:Connect(function()
		Ragdoll(Char)
	end)
end


while configuracao.EnableMedSys do
wait()
	if Sangrando.Value == true then
		if PastasStan.Tourniquet.Value == false then
			Sang.Value = (Sang.Value - (MLs.Value/60))
			UltimoSang = Sang.Value
			MLs.Value = MLs.Value + 0.025
		end
	end

	if PastasStan.Tourniquet.Value == true then
		Dor.Value = Dor.Value + 0.1
	end

	if (human.Health - ultimavida < 0) then
		Sang.Value = Sang.Value + (human.Health - ultimavida)*((configuracao.BloodMult)*(configuracao.BloodMult)*(configuracao.BloodMult))
		UltimoSang = Sang.Value
	end

	if (human.Health - ultimavida < 0) then
		Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult))
		--Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5))
	end	

	if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then
		MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult))
	end

	if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then
			Sangrando.Value = true
		if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) then
			Ferido.Value = true
			if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage) then
				Caido.Value = true
			end
		end	
	end	
	
	if human.Health >= human.MaxHealth and Sangrando.Value == false then
		Sang.Value = Sang.Value + 0.5	
		Dor.Value = Dor.Value - 0.025
		MLs.Value = MLs.Value - 0.025		
			
	end
		
	if Sang.Value <= 0 then
		human.Health = 0
	end

	ultimavida = script.Parent.Parent.Humanoid.Health


	spawn(function(timer)
			if Sang.Value >= 3500 and Dor.Value < 200 and Caido.Value == true and debounce == false then
				debounce = true
				wait(60)
				Caido.Value = false
				debounce = false
			end	
		end)

end




 -- Quero um pouco de credito,plox :P --
     --  FEITO 100% POR SCORPION --
		-- Oficial Release 1.5 --