<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.roblox.com/roblox.xsd" version="4">
	<External>null</External>
	<External>nil</External>
	<Item class="Workspace" referent="RBX0">
		<Properties>
			<token name="Controller">0</token>
			<bool name="ControllerFlagShown">true</bool>
			<Ref name="CurrentCamera">RBX1</Ref>
			<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">RBX2</Ref>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Camera" referent="RBX3">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<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>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-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>
				<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">0</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">217</int>
				<CoordinateFrame name="CFrame">
					<X>12.5</X>
					<Y>0.200000003</Y>
					<Z>40.5</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">true</bool>
				<bool name="CastsShadows">false</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="Cullable">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</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>
				<string name="Name">Base</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>91</X>
					<Y>0.400000006</Y>
					<Z>58</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Camera" referent="RBX1">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>46.3793106</X>
					<Y>19.9999981</Y>
					<Z>75.4449539</Z>
					<R00>0.738683522</R00>
					<R01>-0.155590981</R01>
					<R02>0.655849159</R02>
					<R10>1.49011612e-008</R10>
					<R11>0.972994268</R11>
					<R12>0.230829194</R12>
					<R20>-0.674052417</R20>
					<R21>-0.170509711</R21>
					<R22>0.71873486</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>29.9829998</X>
					<Y>14.2292395</Y>
					<Z>57.4764862</Z>
					<R00>0.738683343</R00>
					<R01>-0.155591041</R01>
					<R02>0.655849397</R02>
					<R10>-4.1339181e-009</R10>
					<R11>0.972994387</R11>
					<R12>0.230829209</R12>
					<R20>-0.674052656</R20>
					<R21>-0.170509696</R21>
					<R22>0.718734682</R22>
				</CoordinateFrame>
				<string name="Name">Instance</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX4">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Leaderboard</string>
				<string name="Source">print(&quot;Leaderboard script version 3.00 loaded&quot;)&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#13;&#10;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;stats.Name = &quot;leaderstats&quot;&#13;&#10;&#13;&#10;&#9;local cash = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;cash.Name = &quot;Cash&quot;&#13;&#10;&#9;cash.Value = 5000&#13;&#10;&#13;&#10;&#9;local kills = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;kills.Name = &quot;KOs&quot;&#13;&#10;&#9;kills.Value = 0&#13;&#10;&#13;&#10;&#9;local deaths = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;deaths.Name = &quot;Wipeouts&quot;&#13;&#10;&#9;deaths.Value = 0&#13;&#10;&#13;&#10;&#9;cash.Parent = stats&#13;&#10;&#9;kills.Parent = stats&#13;&#10;&#9;deaths.Parent = stats&#13;&#10;&#13;&#10;&#9;-- VERY UGLY HACK&#13;&#10;&#9;-- Will this leak threads?&#13;&#10;&#9;-- Is the problem even what I think it is (player arrived before character)?&#13;&#10;&#9;while true do&#13;&#10;&#9;&#9;if newPlayer.Character ~= nil then break end&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local humanoid = newPlayer.Character.Humanoid&#13;&#10;&#13;&#10;&#9;humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )&#13;&#10;&#13;&#10;&#9;-- start to listen for new humanoid&#13;&#10;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )&#13;&#10;&#13;&#10;&#13;&#10;&#9;stats.Parent = newPlayer&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function Send_DB_Event_Died(victim, killer)&#13;&#10;&#9;-- killer may be nil&#13;&#10;&#9;local killername = &quot;sling&quot;&#13;&#10;&#9;if killer ~= nil then killername = killer.Name end&#13;&#10;&#9;print(&quot;DIED EVENT: &quot;, victim.Name, &quot; KILLED by &quot;, killername)&#13;&#10;&#13;&#10;&#9;if shared[&quot;deaths&quot;] ~= nil then &#13;&#10;&#9;&#9;shared[&quot;deaths&quot;](victim, killer)&#13;&#10;&#9;&#9;print(&quot;SENT DB DEATH EVENT&quot;)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function Send_DB_Event_Kill(killer, victim)&#13;&#10;&#9;print(&quot;KILL EVENT. &quot;, killer.Name, &quot; BLOXXED &quot;, victim.Name)&#13;&#10;&#9;if shared[&quot;kills&quot;] ~= nil then &#13;&#10;&#9;&#9;shared[&quot;kills&quot;](killer, victim)&#13;&#10;&#9;&#9;print(&quot;SENT DB KILL EVENT&quot;)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function onHumanoidDied(humanoid, player)&#13;&#10;&#9;local stats = player:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;if stats ~= nil then&#13;&#10;&#9;&#9;local deaths = stats:findFirstChild(&quot;Wipeouts&quot;)&#13;&#10;&#9;&#9;deaths.Value = deaths.Value + 1&#13;&#10;&#13;&#10;&#9;&#9;-- do short dance to try and find the killer&#13;&#10;&#13;&#10;&#9;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;Send_DB_Event_Died(player, killer)&#13;&#10;&#9;&#9;handleKillCount(humanoid, player)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerRespawn(property, player)&#13;&#10;&#9;-- need to connect to new humanoid&#13;&#10;&#9;&#13;&#10;&#9;if property == &quot;Character&quot; and player.Character ~= nil then&#13;&#10;&#9;&#9;local humanoid = player.Character.Humanoid&#13;&#10;&#9;&#9;&#9;local p = player&#13;&#10;&#9;&#9;&#9;local h = humanoid&#13;&#10;&#9;&#9;&#9;humanoid.Died:connect(function() onHumanoidDied(h, p) end )&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;-- returns the player object that killed this humanoid&#13;&#10;&#9;-- returns nil if the killer is no longer in the game&#13;&#10;&#13;&#10;&#9;-- check for kill tag on humanoid - may be more than one - todo: deal with this&#13;&#10;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#13;&#10;&#9;-- find player with name on tag&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#13;&#10;&#9;&#9;local killer = tag.Value&#13;&#10;&#9;&#9;if killer.Parent ~= nil then -- killer still in game&#13;&#10;&#9;&#9;&#9;return killer&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function handleKillCount(humanoid, player)&#13;&#10;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;if killer ~= nil then&#13;&#10;&#9;&#9;local stats = killer:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;&#9;if stats ~= nil then&#13;&#10;&#9;&#9;&#9;local kills = stats:findFirstChild(&quot;KOs&quot;)&#13;&#10;&#9;&#9;&#9;local cash= stats:findFirstChild(&quot;Cash&quot;)&#13;&#10;&#9;&#9;&#9;if killer ~= player then&#13;&#10;&#9;&#9;&#9;&#9;kills.Value = kills.Value + 1&#13;&#10;&#9;&#9;&#9;&#9;cash.Value= cash.Value+10&#13;&#10;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;&#9;kills.Value = kills.Value - 1&#13;&#10;&#9;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;Send_DB_Event_Kill(killer, player)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX5">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">WepCheck</string>
				<string name="Source">swordcheck= game.Workspace.Items.Sword:GetChildren()&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerRespawn(newPlayer)&#13;&#10;&#9;for i= 1, #swordcheck do&#13;&#10;&#9;&#9;if newPlayer.Name== swordcheck[i].Name then&#13;&#10;&#9;&#9;&#9;print(newPlayer.Name..&quot; Was Found on The List.&quot;)&#13;&#10;&#9;&#9;&#9;srd=game.Lighting.Sword:Clone()&#13;&#10;&#9;&#9;&#9;srd.Parent= newPlayer.Backpack&#13;&#10;&#9;&#9;&#9;print(&quot;Sword Copied To: &quot;..newPlayer.Name)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#9;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#9;wait()&#13;&#10;&#9;print(&quot;Player entered: &quot;..newPlayer.Name)&#13;&#10;&#9;for i= 1, #swordcheck do&#13;&#10;&#9;&#9;if newPlayer.Name== swordcheck[i].Name then&#13;&#10;&#9;&#9;&#9;print(&quot;Found on list.&quot;)&#13;&#10;&#9;&#9;&#9;srd=game.Lighting.Sword:Clone()&#13;&#10;&#9;&#9;&#9;srd.Parent= newPlayer.Backpack&#13;&#10;&#9;&#9;&#9;print(&quot;Sword Copied&quot;)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(player) end )&#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX6">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">SaveStats</string>
				<string name="Source">&#13;&#10;function onPlayerExit(newPlayer)&#13;&#10;&#9;save= game.Workspace.Save:GetChildren()&#13;&#10;&#9;for x= 1, #save do&#13;&#10;&#9;&#9;if newPlayer.Name== save[x].Name then &#13;&#10;&#9;&#9;&#9;save[x].Value= newPlayer.leaderstats.Cash.Value&#13;&#10;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;new=Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;new.Parent= game.Workspace.Save&#13;&#10;&#9;&#9;&#9;new.Value= newPlayer.leaderstats.Cash.Value&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#9;&#9;&#13;&#10;game.Players.ChildRemoved:connect(onPlayerExit)&#13;&#10;&#13;&#10;&#13;&#10;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="IntValue" referent="RBX7">
			<Properties>
				<string name="Name">Save</string>
				<int name="Value">0</int>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="IntValue" referent="RBX8">
				<Properties>
					<string name="Name">PCwiener</string>
					<int name="Value">99999</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="BoolValue" referent="RBX9">
			<Properties>
				<string name="Name">Items</string>
				<bool name="Value">false</bool>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="BoolValue" referent="RBX10">
				<Properties>
					<string name="Name">Sword</string>
					<bool name="Value">false</bool>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="BoolValue" referent="RBX11">
					<Properties>
						<string name="Name">PCwiener</string>
						<bool name="Value">false</bool>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="BoolValue" referent="RBX12">
				<Properties>
					<string name="Name">MasterSword</string>
					<bool name="Value">false</bool>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="BoolValue" referent="RBX13">
					<Properties>
						<string name="Name">PCwiener</string>
						<bool name="Value">false</bool>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Script" referent="RBX14">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">CashCheck</string>
				<string name="Source">cashcheck= game.Workspace.Save:GetChildren()&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#9;wait()&#13;&#10;&#9;print(&quot;Player entered: &quot;..newPlayer.Name)&#13;&#10;&#9;for i= 1, #cashcheck do&#13;&#10;&#9;&#9;if newPlayer.Name== cashcheck[i].Name then&#13;&#10;&#9;&#9;&#9;print(&quot;Found on list.&quot;)&#13;&#10;&#9;&#9;&#9;newPlayer.leaderstats.Cash.Value= cashcheck[i].Value&#13;&#10;&#9;&#9;&#9;print(&quot;Value Replaced.&quot;)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX15">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<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">Pumpkin</string>
				<Ref name="PrimaryPart">RBX16</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX17">
				<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">106</int>
					<CoordinateFrame name="CFrame">
						<X>1.5</X>
						<Y>11.9000006</Y>
						<Z>3.5</Z>
						<R00>0</R00>
						<R01>-1</R01>
						<R02>-0</R02>
						<R10>0</R10>
						<R11>-0</R11>
						<R12>-1</R12>
						<R20>1</R20>
						<R21>-0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</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>
					<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>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX18">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">2</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</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>
			<Item class="Part" referent="RBX19">
				<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">37</int>
					<CoordinateFrame name="CFrame">
						<X>10</X>
						<Y>15.4000006</Y>
						<Z>3.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
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