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			<token name="Controller">0</token>
			<bool name="ControllerFlagShown">true</bool>
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			<string name="Name">Model</string>
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				<int name="BrickColor">28</int>
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					<Y>1.60000002</Y>
					<Z>128</Z>
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				<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>
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				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<string name="Name">Regenerator</string>
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				<bool name="archivable">true</bool>
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				<Vector3 name="size">
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			</Properties>
			<Item class="Script" referent="RBX3">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RegenMaster</string>
					<string name="Source">local box = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;local debounce = false&#13;&#10;&#13;&#10;-- This is the Power Regerator - it hits all top-level models in the level without explicitely naming them.&#13;&#10;&#13;&#10;local everything = {}&#13;&#10;local names = {}&#13;&#10;&#13;&#10;local children = game.Workspace:children()&#13;&#10;for i=1,#children do&#13;&#10;&#9;if (children[i].className == &quot;spider spin&quot;) then&#13;&#10;&#9;&#9;table.insert(everything, children[i]:clone())&#13;&#10;&#9;&#9;table.insert(names, children[i].Name)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function regen()&#13;&#10;&#9;for i=1,#everything do&#13;&#10;&#9;&#9;game.Workspace:findFirstChild(names[i]):remove()&#13;&#10;&#9;&#9;new_thing = everything[i]:clone()&#13;&#10;&#9;&#9;new_thing.Parent = game.Workspace&#13;&#10;&#9;&#9;new_thing:makeJoints()&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil and debounce == false then&#13;&#10;&#9;&#9;debounce = true&#13;&#10;&#9;&#9;&#13;&#10;&#9;&#9;script.Parent.BrickColor = BrickColor.new(21)&#13;&#10;&#13;&#10;&#9;&#9;regen()&#13;&#10;&#9;&#9;wait(10)&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;script.Parent.BrickColor = BrickColor.new(28)&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;debounce = false&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX4">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
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				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX5">
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					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
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				</Properties>
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						<bool name="Cullable">true</bool>
						<bool name="DraggingV1">false</bool>
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				</Item>
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							<string name="Name">maglevmovement</string>
							<string name="Source">--Little direction swapping script v2.0&#13;&#10;--By MrDoomBringer&#13;&#10;--Should be a little smoother&#13;&#10;&#13;&#10;stationtime=5&#13;&#10;time=11.1&#13;&#10;part=script.Parent&#13;&#10;rail1=part.rail1.BodyVelocity&#13;&#10;rail2=part.rail2.BodyVelocity&#13;&#10;velchange=0&#13;&#10;vel=100&#13;&#10;allstop=false&#13;&#10;&#13;&#10;--Forward&#13;&#10;function SpeedUpFor()&#13;&#10;&#9;print(&quot;Moving forward&quot;)&#13;&#10;&#9;while (velchange ~= 100) do&#13;&#10;&#9;&#9;wait(.1)&#13;&#10;&#9;&#9;velchange=velchange+5&#13;&#10;&#9;&#9;SetMagFor(velchange)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function SpeedDownFor()&#13;&#10;&#9;while (velchange ~= 0) do&#13;&#10;&#9;&#9;wait(.1)&#13;&#10;&#9;&#9;velchange=velchange-5&#13;&#10;&#9;&#9;SetMagFor(velchange)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;--Back&#13;&#10;function SpeedUpBack()&#13;&#10;&#9;print(&quot;And moving backward&quot;)&#13;&#10;&#9;while (velchange ~= -100) do&#13;&#10;&#9;&#9;wait(.1)&#13;&#10;&#9;&#9;velchange=velchange-5&#13;&#10;&#9;&#9;SetMagBack(velchange)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function SpeedDownBack()&#13;&#10;&#9;while (velchange ~= 0) do&#13;&#10;&#9;&#9;wait(.1)&#13;&#10;&#9;&#9;velchange=velchange+5&#13;&#10;&#9;&#9;SetMagBack(velchange)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;--Sets the rail speed&#13;&#10;function SetMagFor(spd)&#13;&#10;&#9;rail1.velocity=Vector3.new(spd,100,100)&#13;&#10;&#9;rail2.velocity=Vector3.new(spd,100,100)&#13;&#10;end &#13;&#10;&#13;&#10;function SetMagBack(spd)&#13;&#10;&#9;rail1.velocity=Vector3.new(spd,100,100)&#13;&#10;&#9;rail2.velocity=Vector3.new(spd,100,100)&#13;&#10;end &#13;&#10;&#13;&#10;--Actual code that makes it work&#13;&#10;print(&quot;v2 Maglev movement script started&quot;)&#13;&#10;while (allstop==false) do &#13;&#10;&#9;wait(stationtime)&#13;&#10;&#9;print(&quot;starting to move?&quot;)&#13;&#10;&#9;SpeedUpFor()&#13;&#10;&#9;wait (time)&#13;&#10;&#9;SpeedDownFor()&#13;&#10;&#9;print(&quot;Waiting at station&quot;)&#13;&#10;&#9;wait(stationtime)&#13;&#10;&#9;SpeedUpBack()&#13;&#10;&#9;wait(time)&#13;&#10;&#9;SpeedDownBack()&#13;&#10;end </string>
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						<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">-0.100000001</float>
						<float name="LeftParamB">0.100000001</float>
						<token name="LeftSurface">7</token>
						<token name="LeftSurfaceInput">2</token>
						<bool name="Locked">false</bool>
						<string name="Name">Part</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">0</float>
						<float name="RightParamB">0.150000006</float>
						<token name="RightSurface">7</token>
						<token name="RightSurfaceInput">12</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">0</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">2</token>
						<Vector3 name="size">
							<X>11</X>
							<Y>11</Y>
							<Z>11</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
		</Item>
	</Item>
</roblox>