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                <token name="TopSurface">0</token>
                <token name="BottomSurface">0</token>
                <token name="shape">1</token>
                <Color3uint8 name="Color3uint8">4293386439</Color3uint8>
              </Properties>
            </Item>
            <Item class="Model" referent="RBX0000024E">
              <Properties>
                <string name="Name">EggModel5</string>
                <Ref name="PrimaryPart">RBX0000024F</Ref>
              </Properties>
              <Item class="Part" referent="RBX0000024F">
                <Properties>
                  <string name="Name">EggPlaceholder5</string>
                  <Vector3 name="size">
                    <X>3.8</X>
                    <Y>4.8</Y>
                    <Z>3.8</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>25.2</X>
                    <Y>3.2</Y>
                    <Z>-614</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">0</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">0</token>
                  <Color3uint8 name="Color3uint8">4293375578</Color3uint8>
                </Properties>
              </Item>
            </Item>
            <Item class="Part" referent="RBX00000250">
              <Properties>
                <string name="Name">EggPosition6</string>
                <Vector3 name="size">
                  <X>10</X>
                  <Y>0.2</Y>
                  <Z>10</Z>
                </Vector3>
                <CoordinateFrame name="CFrame">
                  <X>42</X>
                  <Y>0.2</Y>
                  <Z>-614</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="Anchored">true</bool>
                <bool name="CanCollide">false</bool>
                <bool name="CanTouch">false</bool>
                <bool name="CanQuery">true</bool>
                <bool name="CastShadow">true</bool>
                <float name="Transparency">0</float>
                <token name="Material">272</token>
                <token name="TopSurface">0</token>
                <token name="BottomSurface">0</token>
                <token name="shape">1</token>
                <Color3uint8 name="Color3uint8">4293386439</Color3uint8>
              </Properties>
            </Item>
            <Item class="Model" referent="RBX00000251">
              <Properties>
                <string name="Name">EggModel6</string>
                <Ref name="PrimaryPart">RBX00000252</Ref>
              </Properties>
              <Item class="Part" referent="RBX00000252">
                <Properties>
                  <string name="Name">EggPlaceholder6</string>
                  <Vector3 name="size">
                    <X>3.8</X>
                    <Y>4.8</Y>
                    <Z>3.8</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>42</X>
                    <Y>3.2</Y>
                    <Z>-614</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">0</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">0</token>
                  <Color3uint8 name="Color3uint8">4291342818</Color3uint8>
                </Properties>
              </Item>
            </Item>
            <Item class="Model" referent="RBX00000253">
              <Properties>
                <string name="Name">GuardianPlaceholder</string>
                <Ref name="PrimaryPart">RBX00000254</Ref>
              </Properties>
              <Item class="Part" referent="RBX00000254">
                <Properties>
                  <string name="Name">GuardianBody</string>
                  <Vector3 name="size">
                    <X>12</X>
                    <Y>10</Y>
                    <Z>9</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>0</X>
                    <Y>5</Y>
                    <Z>-640</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">0</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">0</token>
                  <Color3uint8 name="Color3uint8">4284316313</Color3uint8>
                </Properties>
              </Item>
              <Item class="Part" referent="RBX00000255">
                <Properties>
                  <string name="Name">OpenEye</string>
                  <Vector3 name="size">
                    <X>1.2</X>
                    <Y>1.5</Y>
                    <Z>0.4</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>-2.5</X>
                    <Y>6</Y>
                    <Z>-635.4</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">1</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">0</token>
                  <Color3uint8 name="Color3uint8">4281018403</Color3uint8>
                </Properties>
              </Item>
              <Item class="Part" referent="RBX00000256">
                <Properties>
                  <string name="Name">OpenEye</string>
                  <Vector3 name="size">
                    <X>1.2</X>
                    <Y>1.5</Y>
                    <Z>0.4</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>2.5</X>
                    <Y>6</Y>
                    <Z>-635.4</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">1</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">0</token>
                  <Color3uint8 name="Color3uint8">4281018403</Color3uint8>
                </Properties>
              </Item>
              <Item class="Part" referent="RBX0000025B">
                <Properties>
                  <string name="Name">ClosedEye</string>
                  <Vector3 name="size">
                    <X>1.5</X>
                    <Y>0.18</Y>
                    <Z>0.4</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>-2.5</X>
                    <Y>6</Y>
                    <Z>-635.4</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">0</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">1</token>
                  <Color3uint8 name="Color3uint8">4281018403</Color3uint8>
                </Properties>
              </Item>
              <Item class="Part" referent="RBX0000025C">
                <Properties>
                  <string name="Name">ClosedEye</string>
                  <Vector3 name="size">
                    <X>1.5</X>
                    <Y>0.18</Y>
                    <Z>0.4</Z>
                  </Vector3>
                  <CoordinateFrame name="CFrame">
                    <X>2.5</X>
                    <Y>6</Y>
                    <Z>-635.4</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="Anchored">true</bool>
                  <bool name="CanCollide">false</bool>
                  <bool name="CanTouch">false</bool>
                  <bool name="CanQuery">true</bool>
                  <bool name="CastShadow">true</bool>
                  <float name="Transparency">0</float>
                  <token name="Material">272</token>
                  <token name="TopSurface">0</token>
                  <token name="BottomSurface">0</token>
                  <token name="shape">1</token>
                  <Color3uint8 name="Color3uint8">4281018403</Color3uint8>
                </Properties>
              </Item>
            </Item>
          </Item>
        </Item>
      </Item>
      <Item class="Part" referent="RBX0000025D">
        <Properties>
          <string name="Name">CourseEndWall</string>
          <Vector3 name="size">
            <X>140</X>
            <Y>40</Y>
            <Z>10</Z>
          </Vector3>
          <CoordinateFrame name="CFrame">
            <X>0</X>
            <Y>20</Y>
            <Z>-655</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="Anchored">true</bool>
          <bool name="CanCollide">true</bool>
          <bool name="CanTouch">false</bool>
          <bool name="CanQuery">true</bool>
          <bool name="CastShadow">true</bool>
          <float name="Transparency">0</float>
          <token name="Material">272</token>
          <token name="TopSurface">0</token>
          <token name="BottomSurface">0</token>
          <token name="shape">1</token>
          <Color3uint8 name="Color3uint8">4284316313</Color3uint8>
        </Properties>
      </Item>
    </Item>
    <Item class="Camera" referent="RBX0000025E">
      <Properties>
        <string name="Name">Camera</string>
        <CoordinateFrame name="CoordinateFrame">
          <X>0</X>
          <Y>125</Y>
          <Z>230</Z>
          <R00>1</R00>
          <R01>-0</R01>
          <R02>0</R02>
          <R10>0</R10>
          <R11>0.89100652</R11>
          <R12>0.4539905</R12>
          <R20>-0</R20>
          <R21>-0.4539905</R21>
          <R22>0.89100652</R22>
        </CoordinateFrame>
        <token name="CameraType">5</token>
      </Properties>
    </Item>
  </Item>
  <Item class="Lighting" referent="RBX0000025F">
    <Properties>
      <string name="Name">Lighting</string>
      <float name="Brightness">2</float>
      <float name="ClockTime">10</float>
      <bool name="GlobalShadows">true</bool>
      <Color3 name="Ambient">
        <R>0.55</R>
        <G>0.55</G>
        <B>0.5</B>
      </Color3>
      <Color3 name="OutdoorAmbient">
        <R>0.65</R>
        <G>0.65</G>
        <B>0.6</B>
      </Color3>
    </Properties>
  </Item>
  <Item class="ReplicatedStorage" referent="RBX00000260">
    <Properties>
      <string name="Name">ReplicatedStorage</string>
    </Properties>
    <Item class="ModuleScript" referent="RBX00000261">
      <Properties>
        <string name="Name">LayoutConfig</string>
        <ProtectedString name="Source">-- Milestone A: configurable dimensions and temporary test speeds.
return {
    Version = "v010",
    CourseReset = {Interval=300, Warning=15, Closed=10},
    EscapeRewards = {10,25,60}, -- provisional test values, source section only
    Persistence = {Name="EggHunt_Test_v008", LeaseSeconds=180, SaveInterval=30, StudioFallback=true},
    MaxOwnedItems = 256,
    TreadmillLevels = {{Gain=4,Price=0},{Gain=6,Price=75},{Gain=9,Price=200}},
    Catch = {Cooldown=2, Stumble=.45, HorizontalSpeed=9, SideSpeed=3},
    GuardianBurst = {Duration=1.5, Multiplier=1.35, TargetGap=18, MaxSeconds=3},
    MaxPlayers = 6,
    StartingCapacity = 6,
    CapacityLevels = {6,9,12},
    CapacityPrices = {75,200},
    SpeedUpgradeCost = 25,
    SpeedUpgradeGain = 4,
    StageIncome = {1,2,4},
    PetRules = {
        Daisy={Rarity="Common",Income=1,Refill=3,Chase=1},
        Strawberry={Rarity="Common",Income=2,Refill=3,Chase=1},
        Leaf={Rarity="Uncommon",Income=3,Refill=8,Chase=1.01},
        Butterfly={Rarity="Uncommon",Income=4,Refill=8,Chase=1.01},
        Honey={Rarity="Rare",Income=6,Refill=15,Chase=1.03},
        Rainbow={Rarity="Legendary",Income=10,Refill=25,Chase=1.045},
    },
    GuardianSpeeds = {18, 30, 46},
    RecommendedSpeeds = {24, 38, 58},
    HatchSecondsBySection = {8, 14, 22},
    TrainingPerSecond = 4,
    TreadmillPace = 12,
    MaxTrainedSpeed = 256,
    PickupDistance = 12,
    CaptureDistance = 7,
    ChaseGraceSeconds = 1,
    DefaultSpeed = "Walk",
    SpeedPresets = {Walk=16, Jog=64, Run=128, Sprint=256},
    SpeedOrder = {"Walk", "Jog", "Run", "Sprint"},
    Hub = {Width=456, Depth=440, CenterZ=30, SafeBoundaryZ=-190},
    Plot = {Width=80, Depth=72, CentersX={-130,130}, CentersZ={-110,20,150}},
    Course = {Width=120, SectionLengths={120,150,190}, WallHeight=36, WallThickness=10, StartZ=-190},
    Sections = {
        {Name="Meadow", Color={156,187,105}, Wall={105,134,77}, Trim={183,205,130}},
        {Name="Section 2", Color={220,201,149}, Wall={151,119,80}, Trim={237,213,162}},
        {Name="Section 3", Color={164,194,210}, Wall={93,122,153}, Trim={187,216,229}},
    },
    EggLabels = {"Daisy", "Strawberry", "Leaf", "Butterfly", "Honey", "Rainbow"},
}
</ProtectedString>
      </Properties>
    </Item>
    <Item class="ModuleScript" referent="RBX00000262">
      <Properties>
        <string name="Name">GameplayRules</string>
        <ProtectedString name="Source">-- Engine-independent gameplay rules shared by the server and automated tests.
local Rules = {}
function Rules.wallSlide(vx,vz,nx,nz)
    local into=math.min(0,vx*nx+vz*nz)
    return vx-nx*into,vz-nz*into
end
-- Relative motion catches close passes between updates without solid collision.
function Rules.closestGap(ax,az,bx,bz)
    local dx,dz=bx-ax,bz-az
    local length=dx*dx+dz*dz
    local t=length&gt;0 and math.max(0,math.min(1,-(ax*dx+az*dz)/length)) or 0
    return math.sqrt((ax+dx*t)^2+(az+dz*t)^2)
end
function Rules.finite(value) return type(value)=="number" and value==value and math.abs(value)&lt;1000000 end
function Rules.section(z, start, lengths)
    if z &gt;= start then return 0 end
    local edge = start
    for i, length in ipairs(lengths) do
        edge = edge-length
        if z &gt; edge then return i end
    end
    return #lengths
end
function Rules.insidePlot(x, y, z, width, depth)
    return math.abs(x)&lt;=width/2 and math.abs(z)&lt;=depth/2 and y&gt;=0 and y&lt;=12
end

function Rules.canChase(guardian, eggSection, safe, elapsed, grace)
    return guardian == eggSection and not safe and elapsed &gt;= grace
end
function Rules.captureReturnsHome(eggSection, currentSection)
    return eggSection == currentSection
end
function Rules.train(speed, seconds, rate, maximum)
    return math.min(maximum, speed + math.max(0,seconds)*rate)
end
function Rules.burstMultiplier(distance,elapsed,burst)
    if distance&lt;=burst.TargetGap or elapsed&lt;0 or elapsed&gt;=burst.MaxSeconds then return 1 end
    return 1+(burst.Multiplier-1)*math.sin(math.min(1,elapsed/burst.MaxSeconds)*math.pi)
end
return Rules
</ProtectedString>
      </Properties>
    </Item>
    <Item class="ModuleScript" referent="RBX00000263">
      <Properties>
        <string name="Name">PlotRules</string>
        <ProtectedString name="Source">-- Placement stays independent of rendering, income and hatch accounting.
local PlotRules={}
function PlotRules.valid(items,id,x,z,config)
    if type(x)~="number" or type(z)~="number" or x~=x or z~=z then return false end
    if math.abs(x)&gt;config.Plot.Width/2-4 or math.abs(z)&gt;config.Plot.Depth/2-4 then return false end
    for _,item in ipairs(items) do
        if item.Id~=id and item.State~="Stored" and (item.X-x)^2+(item.Z-z)^2&lt;36 then return false end
    end
    return true
end
function PlotRules.organize(items)
    local positions={}
    for _,item in ipairs(items) do
        if item.State~="Stored" then
            local n=#positions
            positions[#positions+1]={Id=item.Id,X=-24+(n%4)*16,Z=-20+math.floor(n/4)*18,Rotation=0}
        end
    end
    return positions
end
return PlotRules
</ProtectedString>
      </Properties>
    </Item>
    <Item class="ModuleScript" referent="RBX00000264">
      <Properties>
        <string name="Name">CourseCycle</string>
        <ProtectedString name="Source">-- One monotonic server clock drives every player's warning and barrier.
local CourseCycle={};CourseCycle.__index=CourseCycle
function CourseCycle.new(config,now)
    return setmetatable({config=config,State="Open",Deadline=now+config.Interval},CourseCycle)
end
function CourseCycle:Step(now)
    local reset=false
    if self.State=="Open" and now&gt;=self.Deadline-self.config.Warning then self.State="Warning" end
    if self.State=="Warning" and now&gt;=self.Deadline then
        self.State="Closed";self.Deadline=now+self.config.Closed;reset=true
    elseif self.State=="Closed" and now&gt;=self.Deadline then
        self.State="Open";self.Deadline=now+self.config.Interval
    end
    return reset,math.max(0,math.ceil(self.Deadline-now))
end
return CourseCycle
</ProtectedString>
      </Properties>
    </Item>
    <Item class="RemoteEvent" referent="RBX00000265">
      <Properties>
        <string name="Name">LayoutControl</string>
      </Properties>
    </Item>
  </Item>
  <Item class="ServerStorage" referent="RBX00000266">
    <Properties>
      <string name="Name">ServerStorage</string>
    </Properties>
    <Item class="Folder" referent="RBX00000267">
      <Properties>
        <string name="Name">MeadowSquishies</string>
      </Properties>
      <Item class="Model" referent="RBX00000268">
        <Properties>
          <string name="Name">DaisyBunny</string>
          <Ref name="PrimaryPart">RBX00000269</Ref>
        </Properties>
        <Item class="Part" referent="RBX00000269">
          <Properties>
            <string name="Name">Body</string>
            <Vector3 name="size">
              <X>3</X>
              <Y>3</Y>
              <Z>3</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.5</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>
            <bool name="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4294240192</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX0000026A">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>-0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX0000026B">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</Z>
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              <X>-0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002B1">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002B2">
          <Properties>
            <string name="Name">Smile</string>
            <Vector3 name="size">
              <X>0.55</X>
              <Y>0.1</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.1</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
      </Item>
      <Item class="Model" referent="RBX000002B3">
        <Properties>
          <string name="Name">ButterflyCat_3</string>
          <Ref name="PrimaryPart">RBX000002B4</Ref>
        </Properties>
        <Item class="Part" referent="RBX000002B4">
          <Properties>
            <string name="Name">Body</string>
            <Vector3 name="size">
              <X>3</X>
              <Y>3</Y>
              <Z>3</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.5</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>
            <bool name="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4288397278</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002B5">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>-0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002B6">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002B7">
          <Properties>
            <string name="Name">Smile</string>
            <Vector3 name="size">
              <X>0.55</X>
              <Y>0.1</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.1</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
      </Item>
      <Item class="Model" referent="RBX000002B8">
        <Properties>
          <string name="Name">HoneyBear_3</string>
          <Ref name="PrimaryPart">RBX000002B9</Ref>
        </Properties>
        <Item class="Part" referent="RBX000002B9">
          <Properties>
            <string name="Name">Body</string>
            <Vector3 name="size">
              <X>3</X>
              <Y>3</Y>
              <Z>3</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.5</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>
            <bool name="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4293375578</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002BA">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>-0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002BB">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002BC">
          <Properties>
            <string name="Name">Smile</string>
            <Vector3 name="size">
              <X>0.55</X>
              <Y>0.1</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.1</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
      </Item>
      <Item class="Model" referent="RBX000002BD">
        <Properties>
          <string name="Name">RainbowDragon_3</string>
          <Ref name="PrimaryPart">RBX000002BE</Ref>
        </Properties>
        <Item class="Part" referent="RBX000002BE">
          <Properties>
            <string name="Name">Body</string>
            <Vector3 name="size">
              <X>3</X>
              <Y>3</Y>
              <Z>3</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.5</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>
            <bool name="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4291342818</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002BF">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>-0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002C0">
          <Properties>
            <string name="Name">Eye</string>
            <Vector3 name="size">
              <X>0.2</X>
              <Y>0.3</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0.65</X>
              <Y>1.8</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
        <Item class="Part" referent="RBX000002C1">
          <Properties>
            <string name="Name">Smile</string>
            <Vector3 name="size">
              <X>0.55</X>
              <Y>0.1</Y>
              <Z>0.1</Z>
            </Vector3>
            <CoordinateFrame name="CFrame">
              <X>0</X>
              <Y>1.1</Y>
              <Z>-1.52</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="Anchored">true</bool>
            <bool name="CanCollide">false</bool>
            <bool name="CanTouch">false</bool>
            <bool name="CanQuery">true</bool>
            <bool name="CastShadow">true</bool>
            <float name="Transparency">0</float>
            <token name="Material">272</token>
            <token name="TopSurface">0</token>
            <token name="BottomSurface">0</token>
            <token name="shape">1</token>
            <Color3uint8 name="Color3uint8">4281148965</Color3uint8>
          </Properties>
        </Item>
      </Item>
    </Item>
  </Item>
  <Item class="ServerScriptService" referent="RBX000002C2">
    <Properties>
      <string name="Name">ServerScriptService</string>
    </Properties>
    <Item class="ModuleScript" referent="RBX000002C3">
      <Properties>
        <string name="Name">ProfileStore</string>
        <ProtectedString name="Source">-- Session-leased UpdateAsync profiles. Never replace unreadable data with defaults.
-- A failed Studio load can explicitly use memory only; live failures fail closed.
local ProfileStore={}
ProfileStore.__index=ProfileStore
local function copy(value)
    if type(value)~="table" then return value end
    local result={};for k,v in pairs(value) do result[k]=copy(v) end;return result
end
local function integer(value,minimum,maximum,fallback)
    if type(value)~="number" or value~=value then return fallback end
    return math.floor(math.max(minimum,math.min(maximum,value)))
end
function ProfileStore.normalize(data,config)
    data=type(data)=="table" and data or {}
    local speed=tonumber(data.TrainedSpeed)
    if not speed or speed~=speed then speed=16 end
    local out={Coins=integer(data.Coins,0,1e12,0),Bank=integer(data.Bank,0,1e12,0),
        TrainedSpeed=math.max(16,math.min(config.MaxTrainedSpeed,speed)),
        CapacityLevel=integer(data.CapacityLevel,1,#config.CapacityLevels,1),
        TreadmillLevel=integer(data.TreadmillLevel,1,#config.TreadmillLevels,1),Items={},Found={}}
    for _,name in ipairs(config.EggLabels) do out.Found[name]=type(data.Found)=="table" and data.Found[name]==true or false end
    local seen={}
    for _,item in ipairs(type(data.Items)=="table" and data.Items or {}) do
        if #out.Items&gt;=config.MaxOwnedItems then break end
        if type(item)=="table" and type(item.Id)=="string" and not seen[item.Id] and config.PetRules[item.Label]
            and type(item.Section)=="number" and item.Section%1==0 and config.Sections[item.Section] then
            seen[item.Id]=true
            local placed=item.State=="Hatching" or item.State=="Hatched"
            local x,z=tonumber(item.X),tonumber(item.Z)
            placed=placed and x and z and x==x and z==z and math.abs(x)&lt;=config.Plot.Width/2-3 and math.abs(z)&lt;=config.Plot.Depth/2-3
            out.Items[#out.Items+1]={Id=item.Id,Label=item.Label,Section=item.Section,
                Rotation=integer(item.Rotation,0,359,0),State=placed and item.State or "Stored",X=placed and x or nil,Z=placed and z or nil,
                HatchAt=placed and integer(item.HatchAt,0,2e10,0) or nil}
        end
    end
    return out
end
function ProfileStore.new(backend,config,token,isStudio)
    return setmetatable({backend=backend,config=config,token=token,studio=isStudio,profiles={}},ProfileStore)
end
function ProfileStore:Load(player)
    local key="Player_"..player.UserId
    self.serial=(self.serial or 0)+1
    local token=self.token..":"..self.serial
    local blocked=false
    local ok,record=pcall(function()
        return self.backend:UpdateAsync(key,function(old)
            blocked=false
            if old and (type(old)~="table" or (old.Schema~=1 and old.Schema~=2)) then blocked=true;return nil end
            if old and old.Session and old.Session.Token~=token and old.Session.Expires&gt;os.time() then blocked=true;return nil end
            return {Schema=2,Data=ProfileStore.normalize(old and old.Data,self.config),Session={Token=token,Expires=os.time()+self.config.Persistence.LeaseSeconds}}
        end)
    end)
    if blocked then return nil,"Progress is open in another server, or its data version is unsupported. Try again shortly." end
    if not ok or not record then
        if not (self.studio and self.config.Persistence.StudioFallback) then return nil,"Progress could not be loaded safely. Please try again." end
        local profile={Data=ProfileStore.normalize(nil,self.config),MemoryOnly=true,LastSave=os.clock()}
        self.profiles[player]=profile;return profile
    end
    local profile={Data=record.Data,Token=token,LastSave=os.clock()}
    self.profiles[player]=profile;return profile
end
function ProfileStore:Save(player,release)
    local profile=self.profiles[player]
    if not profile then return false end
    while profile.Saving do task.wait(.05) end
    if profile.Closed then return false end
    if profile.MemoryOnly then
        if release then profile.Closed=true;self.profiles[player]=nil end
        return false
    end
    profile.Saving=true
    local saved=false
    for attempt=1,3 do
        local snapshot=copy(profile.Data)
        local lost=false
        local ok,result=pcall(function()
            return self.backend:UpdateAsync("Player_"..player.UserId,function(old)
                lost=not (old and old.Schema==2 and old.Session and old.Session.Token==profile.Token)
                if lost then return nil end
                return {Schema=2,Data=snapshot,Session=not release and {Token=profile.Token,Expires=os.time()+self.config.Persistence.LeaseSeconds} or nil}
            end)
        end)
        if ok and result and not lost then saved=true;break end
        if lost then profile.LostLease=true;break end
        if attempt&lt;3 then task.wait(attempt) end
    end
    if saved then profile.LastSave=os.clock() end
    profile.Saving=false
    if release then profile.Closed=true;self.profiles[player]=nil end
    return saved
end
return ProfileStore
</ProtectedString>
      </Properties>
    </Item>
    <Item class="Script" referent="RBX000002C4">
      <Properties>
        <string name="Name">LayoutServer</string>
        <ProtectedString name="Source">-- Gameplay prototype. All plots and test speeds are assigned by the server.
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Rules = require(ReplicatedStorage:WaitForChild("GameplayRules"))
local Config = require(ReplicatedStorage:WaitForChild("LayoutConfig"))
local event = ReplicatedStorage:WaitForChild("LayoutControl")
local world = workspace:WaitForChild("EggHuntLayout")
local plots = world:WaitForChild("Plots")
local owners, assignments, lastRequest = {}, {}, {}
local held, eggs, guardians, collections = {}, {}, {}, {}
local displays={}
local syncInventory,equipSelected,editPlot,organizePlot
local PlotRules=require(ReplicatedStorage:WaitForChild("PlotRules"))
local function notify(player,message)
    player:SetAttribute("GameNotice",message)
    player:SetAttribute("GameNoticeSerial",(player:GetAttribute("GameNoticeSerial") or 0)+1)
end
local dropEgg, placeEgg, startTraining, stopTraining, plotAction
local trainingPaused = {}
local recoveryRoots={}
local function endRecovery(player)
    local root=recoveryRoots[player]
    if root and root.Parent then root:SetNetworkOwnershipAuto() end
    recoveryRoots[player]=nil
    player:SetAttribute("Recovering",false)
end
local records, profiles = {}, {}
local departed=setmetatable({},{__mode="k"})
local restoreCollection, saveProgress, secureEgg, returnCourseEgg, stowEgg, equipStored
local DataStoreService=game:GetService("DataStoreService")
local HttpService=game:GetService("HttpService")
local RunService=game:GetService("RunService")
local ProfileStore=require(game:GetService("ServerScriptService"):WaitForChild("ProfileStore"))
local backendOK,backend=pcall(function() return DataStoreService:GetDataStore(Config.Persistence.Name) end)
if not backendOK then backend=nil end
local store=ProfileStore.new(backend,Config,HttpService:GenerateGUID(false),RunService:IsStudio())
local CourseCycle=require(ReplicatedStorage:WaitForChild("CourseCycle"))
local cycle=CourseCycle.new(Config.CourseReset,os.clock())
local barrier=world:WaitForChild("CourseBarrier")
local function setSaveStatus(player,value) player:SetAttribute("SaveStatus",value) end
saveProgress=function(player,closing)
    local profile=profiles[player]
    if not profile then return end
    for _,key in ipairs({"Coins","Bank","TrainedSpeed","CapacityLevel","TreadmillLevel"}) do profile.Data[key]=player:GetAttribute(key) end
    for _,name in ipairs(Config.EggLabels) do profile.Data.Found[name]=player:GetAttribute("Found_"..name)==true end
    local ok=store:Save(player,closing)
    if not closing then setSaveStatus(player,profile.MemoryOnly and "Session only" or ok and "Saved" or "Save pending") end
    return ok
end
local function requestSave(player,urgent)
    local profile=profiles[player]
    if not profile or departed[player] then return end
    profile.PendingSave=true;profile.UrgentSave=profile.UrgentSave or urgent
    if profile.SaveWorker then return end
    profile.SaveWorker=true
    task.spawn(function()
        while profile.PendingSave and not departed[player] do
            while not profile.UrgentSave and not departed[player] and os.clock()-profile.LastSave&lt;5 do task.wait(.1) end
            if departed[player] then break end
            profile.PendingSave=false;profile.UrgentSave=false
            saveProgress(player,false)
        end
        profile.SaveWorker=false
    end)
end

local function plotLabel(plot, text)
    for _, label in ipairs(plot:GetDescendants()) do
        if label:IsA("TextLabel") and label.Name == "OwnerLabel" then label.Text = text end
    end
end

local function applySpeed(player)
    local character = player.Character
    local humanoid = character and character:FindFirstChildOfClass("Humanoid")
    if humanoid then
        humanoid.WalkSpeed = (player:GetAttribute("StumbleUntil") or 0)&gt;os.clock() and 6 or player:GetAttribute("OnTreadmill") and Config.TreadmillPace or player:GetAttribute("UseTraining") and (player:GetAttribute("TrainedSpeed") or 16) or (Config.SpeedPresets[player:GetAttribute("TestSpeed")] or 16)
        player:SetAttribute("CurrentSpeed", humanoid.WalkSpeed)
        humanoid.UseJumpPower = true
        humanoid.JumpPower = 50
    end
end

local function moveHome(player, toPlot)
    if held[player] then
        notify(player,"Carry the egg home on foot. Teleports are disabled while carrying.")
        return
    end -- No teleport escape while carrying.
    if stopTraining then trainingPaused[player]=true;stopTraining(player) end
    local character = player.Character
    if not character then return end
    local root = character:FindFirstChild("HumanoidRootPart")
    local humanoid = character:FindFirstChildOfClass("Humanoid")
    if not root or not humanoid or humanoid.Health &lt;= 0 then return end
    local index = assignments[player]
    local plot = index and plots:FindFirstChild("Plot"..index)
    local target = toPlot and plot and plot:FindFirstChild("Arrival") or world:FindFirstChild("HubSpawn")
    if target then
        root.AssemblyLinearVelocity = Vector3.zero
        root.AssemblyAngularVelocity = Vector3.zero
        local offset = Vector3.new(0, 5, 0)
        if not toPlot and index then
            offset = Vector3.new(((index-1)%3-1)*14, 5, math.floor((index-1)/3)*14)
        end
        character:PivotTo(target.CFrame * CFrame.new(offset))
    end
end

local function join(player)
    if assignments[player] or profiles[player] then return end
    local index
    for i=1,Config.MaxPlayers do if not owners[i] then index=i; break end end
    if not index then player:Kick("This layout test has six plots. Please use another test server."); return end
    -- Reserve before the yielding load so concurrent joins cannot share a plot.
    owners[index]=player
    local profile,problem=store:Load(player)
    if not profile or departed[player] then
        owners[index]=nil
        if profile then store:Save(player,true) else player:Kick(problem) end
        return
    end
    profiles[player]=profile;records[player]=profile.Data.Items
    assignments[player], owners[index] = index, player
    setSaveStatus(player,profile.MemoryOnly and "Session only" or "Saved")
    player:SetAttribute("EggSafe", false)
    player:SetAttribute("CarryingEgg", "")
    player:SetAttribute("ActiveEggId", "")
    player:SetAttribute("Coins",0)
    player:SetAttribute("Bank",0)
    player:SetAttribute("IncomeRate",0)
    player:SetAttribute("CapacityLevel",1)
    player:SetAttribute("PlotCapacity",Config.StartingCapacity)
    player:SetAttribute("NextCapacityPrice",Config.CapacityPrices[1])
    player:SetAttribute("CollectionCount",0)
    player:SetAttribute("SuccessfulEscapes",0)
    player:SetAttribute("HatchedCount",0)
    player:SetAttribute("TrainedSpeed", 16)
    player:SetAttribute("UseTraining", true)
    player:SetAttribute("PlotNumber", index)
    player:SetAttribute("TestSpeed", Config.DefaultSpeed)
    local data=profile.Data
    for _,key in ipairs({"Coins","Bank","TrainedSpeed","CapacityLevel","TreadmillLevel"}) do player:SetAttribute(key,data[key]) end
    player:SetAttribute("PlotCapacity",Config.CapacityLevels[data.CapacityLevel])
    player:SetAttribute("NextCapacityPrice",Config.CapacityPrices[data.CapacityLevel] or 0)
    local discovered=0
    for _,name in ipairs(Config.EggLabels) do
        player:SetAttribute("Found_"..name,data.Found[name]);if data.Found[name] then discovered=discovered+1 end
    end
    player:SetAttribute("CollectionCount",discovered)
    player:SetAttribute("TrainingGain",Config.TreadmillLevels[data.TreadmillLevel].Gain)
    player:SetAttribute("NextTreadmillPrice",Config.TreadmillLevels[data.TreadmillLevel+1] and Config.TreadmillLevels[data.TreadmillLevel+1].Price or 0)
    local plot = plots:FindFirstChild("Plot"..index)
    plotLabel(plot, player.DisplayName)
    plot:SetAttribute("OwnerUserId", player.UserId)
    restoreCollection(player)
    local function onCharacter(character)
        local root = character:WaitForChild("HumanoidRootPart", 10)
        local humanoid = character:WaitForChild("Humanoid", 10)
        if not root or not humanoid or player.Character ~= character then return end
        humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown,false)
        humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll,false)
        humanoid.Died:Connect(function()
            endRecovery(player)
            if stopTraining then stopTraining(player) end
            if dropEgg then dropEgg(player) end
        end)
        applySpeed(player)
        moveHome(player, false)
    end
    player.CharacterAdded:Connect(onCharacter)
    if player.Character then task.spawn(onCharacter, player.Character) end
end

event.OnServerEvent:Connect(function(player, action, value)
    if not assignments[player] or departed[player] then return end
    local now = os.clock()
    -- Leaving a treadmill must never be throttled by a previous shop/test click.
    if action=="StopTraining" then trainingPaused[player]=true;if stopTraining then stopTraining(player) end;return end
    if now - (lastRequest[player] or -10) &lt; 0.2 then return end
    lastRequest[player] = now
    if action=="Collect" or action=="BuyCapacity" or action=="BuySpeed" or action=="BuyTreadmill" then
        if plotAction then plotAction(player,action) end
    elseif action == "Speed" and type(value) == "string" and Config.SpeedPresets[value] then
        if stopTraining then stopTraining(player) end
        player:SetAttribute("UseTraining", false)
        player:SetAttribute("TestSpeed", value)
        applySpeed(player)
    elseif action=="InventoryReady" then if syncInventory then syncInventory(player) end
    elseif action=="EquipEgg" then if equipSelected then equipSelected(player,value) end
    elseif action=="EditItem" then if editPlot then editPlot(player,value) end
    elseif action=="Organize" then if organizePlot then organizePlot(player) end
    elseif action == "NextEgg" then if equipStored then equipStored(player) end
    elseif action == "Place" then if placeEgg then placeEgg(player,value) end
    elseif action == "Train" then if startTraining then startTraining(player) end
    elseif action == "Training" then
        player:SetAttribute("UseTraining", true)
        applySpeed(player)
    elseif action == "Drop" then if dropEgg then dropEgg(player) end
    elseif action == "Hub" then moveHome(player, false)
    elseif action == "Plot" then moveHome(player, true) end
end)

-- Player connections are registered after world handlers and restorers are ready.
local function rootFor(player)
    local c = player.Character
    local h = c and c:FindFirstChildOfClass("Humanoid")
    return h and h.Health &gt; 0 and c:FindFirstChild("HumanoidRootPart") or nil
end
local function sectionAt(position)
    return Rules.section(position.Z, Config.Course.StartZ, Config.Course.SectionLengths)
end
local function prompt(part, action)
    local p = Instance.new("ProximityPrompt")
    p.ActionText = action
    p.ObjectText = part.Name
    p.MaxActivationDistance = Config.PickupDistance
    p.RequiresLineOfSight = false
    p.HoldDuration = 0
    p.Parent = part
    return p
end
local poses = {}
local function setCarryPose(player, enabled)
    if poses[player] then
        for motor, original in pairs(poses[player]) do if motor.Parent then motor.C0=original end end
        poses[player]=nil
    end
    if not enabled or not player.Character then return end
    local saved={}
    for _, joint in ipairs(player.Character:GetDescendants()) do
        if joint:IsA("Motor6D") then
            local side=(joint.Name=="RightShoulder" or joint.Name=="Right Shoulder") and 1 or ((joint.Name=="LeftShoulder" or joint.Name=="Left Shoulder") and -1 or nil)
            if side then
                saved[joint]=joint.C0
                if joint.Name:find(" ") then joint.C0=joint.C0*CFrame.Angles(0,0,math.rad(70*side))
                else joint.C0=joint.C0*CFrame.Angles(math.rad(70),0,math.rad(-15*side)) end
            end
        end
    end
    poses[player]=saved
end
local function attachEgg(player, egg, root)
    egg.object:ScaleTo(.5)
    egg.object:PivotTo(root.CFrame*CFrame.new(0,.1,-1.6))
    egg.welds={}
    for _, part in ipairs(egg.object:GetDescendants()) do
        if part:IsA("BasePart") then
            part.CanCollide=false; part.CanTouch=false; part.CanQuery=false; part.Massless=true
            if part~=egg.part then
                local weld=Instance.new("WeldConstraint")
                weld.Part0=egg.part; weld.Part1=part; weld.Parent=part
                table.insert(egg.welds,weld)
            end
            part.Anchored=false
        end
    end
    local weld=Instance.new("WeldConstraint")
    weld.Part0=root; weld.Part1=egg.part; weld.Parent=egg.part
    table.insert(egg.welds,weld)
    setCarryPose(player,true)
end
local function release(player, position)
    local egg = held[player]
    if not egg then return end
    held[player] = nil
    egg.carrier = nil
    for _, weld in ipairs(egg.welds or {}) do weld:Destroy() end
    egg.welds=nil
    for _, part in ipairs(egg.object:GetDescendants()) do
        if part:IsA("BasePart") then
            part.Anchored=true; part.CanQuery=true
            part.AssemblyLinearVelocity=Vector3.zero; part.AssemblyAngularVelocity=Vector3.zero
        end
    end
    egg.object:ScaleTo(1)
    setCarryPose(player,false)
    egg.object:PivotTo(CFrame.new(position))
    egg.prompt.Enabled = true
    player:SetAttribute("CarryingEgg", "")
    player:SetAttribute("EggSafe", false)
    player:SetAttribute("GuardianGap",0)
    player:SetAttribute("HomeDistance",0)
    if syncInventory then syncInventory(player) end
end
dropEgg = function(player)
    local egg = held[player]
    if not egg then return end
    if egg.owned then stowEgg(player);return end
    local root = rootFor(player)
    local pos = root and root.Position or egg.part.Position
    release(player, Vector3.new(pos.X, 3.2, pos.Z))
end
for index, section in ipairs(world.Sections:GetChildren()) do
    -- Read section number explicitly; instance child order is not a game rule.
    local id = tonumber(section.Name:match("%d+"))
    local nest = section:FindFirstChild("NestArea")
    local guardian = nest:FindFirstChild("PicnicBasketPlaceholder") or nest:FindFirstChild("GuardianPlaceholder")
    local function ghost(part) if part:IsA("BasePart") then part.CanCollide=false; part.CanTouch=false end end
    ghost(guardian)
    for _, part in ipairs(guardian:GetDescendants()) do ghost(part) end
    guardians[id] = {object=guardian, home=guardian:GetPivot()}
    for j=1,6 do
        local model = nest:FindFirstChild("EggModel"..j)
        local part = model.PrimaryPart
        part.CanCollide=false
        local egg = {available=true,object=model, part=part, home=part.Position, section=id, label=Config.EggLabels[j]}
        egg.prompt = prompt(part, "Pick up egg")
        egg.prompt.ObjectText=egg.label.." · "..Config.PetRules[egg.label].Rarity.." · "..Config.Sections[id].Name
        egg.template=model:Clone()
        table.insert(eggs, egg)
        egg.prompt.Triggered:Connect(function(player)
            local root = rootFor(player)
            if not assignments[player] or departed[player] or not root or (held[player] and not held[player].owned) or egg.carrier or not egg.available or cycle.State=="Closed" then return end
            if #records[player]&gt;=Config.MaxOwnedItems then notify(player,"Your egg storage is full.");return end
            if os.clock()&lt;(player:GetAttribute("HitCooldownUntil") or 0) then return end
            if (root.Position-part.Position).Magnitude &gt; Config.PickupDistance+2 then return end
            if stopTraining then stopTraining(player) end
            local preferred=held[player] and held[player].owned and held[player].record.Id
            if preferred then stowEgg(player) end
            egg.preferredId=preferred
            egg.carrier=player
            egg.started=os.clock()
            egg.movementAt=os.clock()
            egg.invalidEscape=nil
            egg.previousPosition=root.Position
            egg.safe=false
            held[player]=egg
            player:SetAttribute("EggSafe",egg.safe)
            egg.prompt.Enabled=false
            attachEgg(player,egg,root)
            player:SetAttribute("CarryingEgg", egg.label.." · Stolen — escape first")
            syncInventory(player)
        end)
    end
end
local function insideOwnPlot(player, position)
    local index=assignments[player]
    local plot=index and plots:FindFirstChild("Plot"..index)
    local ground=plot and plot:FindFirstChild("PlotGround")
    if not ground then return nil end
    local point=ground.CFrame:PointToObjectSpace(position)
    if Rules.insidePlot(point.X,point.Y,point.Z,ground.Size.X,ground.Size.Z) then return plot,ground end
end
plotAction=function(player,action)
    local root=rootFor(player)
    local machine=assignments[player] and plots:FindFirstChild("Plot"..assignments[player]):FindFirstChild("TrainingTreadmill")
    local deck=machine and machine:FindFirstChild("Treadmill")
    local byOwnMachine=action=="BuyTreadmill" and root and deck and (root.Position-deck.Position).Magnitude&lt;18
    if not root or (not insideOwnPlot(player,root.Position) and not byOwnMachine) then notify(player,"Use plot actions on your own plot (or beside your own treadmill to upgrade it).");return end
    local coins=player:GetAttribute("Coins") or 0
    if action=="Collect" then
        local bank=player:GetAttribute("Bank") or 0
        player:SetAttribute("Coins",coins+bank);player:SetAttribute("Bank",0)
        notify(player,bank&gt;0 and ("Collected $"..bank.." from your pets.") or "Your pets have no earnings to collect yet.")
    elseif action=="BuyCapacity" then
        local level=player:GetAttribute("CapacityLevel") or 1
        local price=Config.CapacityPrices[level]
        if not price then notify(player,"Your plot already has the maximum capacity.");return end
        if coins&lt;price then notify(player,"You need $"..price.." for more display slots.");return end
        player:SetAttribute("Coins",coins-price);player:SetAttribute("CapacityLevel",level+1)
        player:SetAttribute("PlotCapacity",Config.CapacityLevels[level+1])
        player:SetAttribute("NextCapacityPrice",Config.CapacityPrices[level+1] or 0)
        notify(player,"Plot capacity upgraded to "..Config.CapacityLevels[level+1].." slots.")
    elseif action=="BuyTreadmill" then
        local level=player:GetAttribute("TreadmillLevel") or 1
        local upgrade=Config.TreadmillLevels[level+1]
        if not upgrade then notify(player,"Your treadmill is fully upgraded.");return end
        if coins&lt;upgrade.Price then notify(player,"You need $"..upgrade.Price.." to upgrade your treadmill.");return end
        player:SetAttribute("Coins",coins-upgrade.Price);player:SetAttribute("TreadmillLevel",level+1)
        player:SetAttribute("TrainingGain",upgrade.Gain)
        player:SetAttribute("NextTreadmillPrice",Config.TreadmillLevels[level+2] and Config.TreadmillLevels[level+2].Price or 0)
        notify(player,"Your treadmill now trains +"..upgrade.Gain.." speed/sec.")
    elseif action=="BuySpeed" then
        local speed=player:GetAttribute("TrainedSpeed") or 16
        if speed&gt;=Config.MaxTrainedSpeed then notify(player,"Your earned speed is already at the limit.");return end
        if coins&lt;Config.SpeedUpgradeCost then notify(player,"You need $"..Config.SpeedUpgradeCost.." for a speed upgrade.");return end
        player:SetAttribute("Coins",coins-Config.SpeedUpgradeCost)
        player:SetAttribute("TrainedSpeed",math.min(Config.MaxTrainedSpeed,speed+Config.SpeedUpgradeGain))
        player:SetAttribute("UseTraining",true);applySpeed(player)
        notify(player,"Earned speed upgraded by "..Config.SpeedUpgradeGain..".")
    end
    requestSave(player)
end
syncInventory=function(player)
    local items={}
    for _,record in ipairs(records[player] or {}) do
        items[#items+1]={Id=record.Id,Label=record.Label,Section=record.Section,State=record.State,X=record.X,Z=record.Z,Rotation=record.Rotation or 0}
    end
    local active=held[player]
    player:SetAttribute("ActiveEggId",active and active.owned and active.record.Id or "")
    event:FireClient(player,"Inventory",items,player:GetAttribute("ActiveEggId"))
end
local function updateStorageCount(player)
    local count=0
    for _,record in ipairs(records[player] or {}) do if record.State=="Stored" then count=count+1 end end
    player:SetAttribute("StoredEggs",count)
    syncInventory(player)
end
local function removePrompts(object)
    for _,child in ipairs(object:GetDescendants()) do if child:IsA("ProximityPrompt") then child:Destroy() end end
end
returnCourseEgg=function(egg,immediate)
    egg.refillGeneration=(egg.refillGeneration or 0)+1
    local generation=egg.refillGeneration
    egg.object:ScaleTo(1);egg.object:PivotTo(CFrame.new(egg.home))
    egg.available=immediate;egg.prompt.Enabled=immediate
    for _,part in ipairs(egg.object:GetDescendants()) do if part:IsA("BasePart") then part.Transparency=immediate and 0 or 1 end end
    if not immediate then
        task.spawn(function()
            task.wait(Config.PetRules[egg.label].Refill)
            if egg.refillGeneration==generation and not egg.carrier then returnCourseEgg(egg,true) end
        end)
    end
end
local function eggTemplate(record)
    for _,egg in ipairs(eggs) do if egg.label==record.Label and egg.section==record.Section then return egg.template end end
end
local function equipRecord(player,record)
    local root=rootFor(player)
    if not root or held[player] then return end
    local object=eggTemplate(record):Clone();removePrompts(object);object.Parent=world
    local egg={object=object,part=object.PrimaryPart,section=record.Section,label=record.Label,
        safe=true,owned=true,record=record,carrier=player,home=object.PrimaryPart.Position}
    egg.prompt=prompt(egg.part,"Owned egg");egg.prompt.Enabled=false
    held[player]=egg;attachEgg(player,egg,root)
    player:SetAttribute("CarryingEgg",record.Label.." · Secured")
    player:SetAttribute("EggSafe",true)
    syncInventory(player)
end
stowEgg=function(player)
    local egg=held[player]
    if not egg or not egg.owned then return end
    release(player,egg.home);egg.object:Destroy();updateStorageCount(player)
    notify(player,"Secured egg stored. Use Stored egg in Plot actions to carry it again.")
end
equipSelected=function(player,id)
    if type(id)~="string" then return end
    if held[player] and not held[player].owned then notify(player,"Escape or drop your stolen egg first. It cannot enter storage.");return end
    local selected
    for _,record in ipairs(records[player] or {}) do if record.Id==id and record.State=="Stored" then selected=record;break end end
    if not selected then return end
    if held[player] then stowEgg(player) end
    equipRecord(player,selected)
end
equipStored=function(player)
    if held[player] then notify(player,"Place or store the egg in your arms first.");return end
    for _,record in ipairs(records[player] or {}) do if record.State=="Stored" then equipRecord(player,record);return end end
    notify(player,"You have no stored eggs yet. Escape with a course egg first.")
end
secureEgg=function(player,egg)
    if egg.owned or egg.safe or held[player]~=egg then return end
    local preferredId=egg.preferredId;egg.preferredId=nil
    if #records[player]&gt;=Config.MaxOwnedItems then release(player,egg.home);notify(player,"Storage full. Egg returned safely to its nest.");return end
    local record={Id=HttpService:GenerateGUID(false),Label=egg.label,Section=egg.section,State="Stored"}
    records[player][#records[player]+1]=record
    local reward=Config.EscapeRewards[egg.section]
    player:SetAttribute("Coins",(player:GetAttribute("Coins") or 0)+reward)
    player:SetAttribute("SuccessfulEscapes",(player:GetAttribute("SuccessfulEscapes") or 0)+1)
    release(player,egg.home);returnCourseEgg(egg,false)
    local active=record
    for _,item in ipairs(records[player]) do if item.Id==preferredId and item.State=="Stored" then active=item;break end end
    equipRecord(player,active);updateStorageCount(player)
    setSaveStatus(player,profiles[player].MemoryOnly and "Session only" or "Saving")
    requestSave(player,true)
    notify(player,"Secured! +$"..reward..". Place on your plot to hatch, or Drop to store it.")
end
local function renderRecord(player,record)
    local plot=plots:FindFirstChild("Plot"..assignments[player])
    local ground=plot.PlotGround
    local position=ground.CFrame:PointToWorldSpace(Vector3.new(record.X,2.1,record.Z))
    displays[player]=displays[player] or {}
    local display=eggTemplate(record):Clone();removePrompts(display)
    display:ScaleTo(.65);display.Name=record.Label.." · Hatching"
    display:PivotTo(CFrame.new(position)*CFrame.Angles(0,math.rad(record.Rotation or 0),0));display.Parent=plot
    display:SetAttribute("OwnedItemId",record.Id);displays[player][record.Id]=display
    local collection=collections[player] or {};collections[player]=collection
    local slot=#collection+1;collection[slot]=display
    local label=Instance.new("BillboardGui")
    label.Size=UDim2.fromOffset(100,28);label.StudsOffset=Vector3.new(0,4,0)
    label.AlwaysOnTop=false;label.Parent=display.PrimaryPart
    local text=Instance.new("TextLabel");text.Size=UDim2.fromScale(1,1)
    text.BackgroundTransparency=1;text.TextColor3=Color3.new(1,1,1);text.TextStrokeTransparency=0;text.TextScaled=true;text.Parent=label
    local function hatch()
        if departed[player] or not display.Parent then return end
        local names={Daisy="Bunny",Strawberry="Cow",Leaf="Turtle",Butterfly="Cat",Honey="Bear",Rainbow="Dragon"}
        local template=game:GetService("ServerStorage").MeadowSquishies:FindFirstChild(record.Label..names[record.Label]..(record.Section&gt;1 and "_"..record.Section or ""))
        local pet=template:Clone();pet:ScaleTo(.8)
        local latest=ground.CFrame:PointToWorldSpace(Vector3.new(record.X,1.36,record.Z))
        pet:PivotTo(CFrame.new(latest)*CFrame.Angles(0,math.rad(record.Rotation or 0),0));pet.Parent=plot
        pet:SetAttribute("OwnedItemId",record.Id);displays[player][record.Id]=pet
        collection[slot]=pet;display:Destroy()
        local income=Config.PetRules[record.Label].Income*Config.StageIncome[record.Section]
        player:SetAttribute("IncomeRate",(player:GetAttribute("IncomeRate") or 0)+income)
        player:SetAttribute("HatchedCount",(player:GetAttribute("HatchedCount") or 0)+1)
        if not player:GetAttribute("Found_"..record.Label) then
            player:SetAttribute("Found_"..record.Label,true)
            player:SetAttribute("CollectionCount",(player:GetAttribute("CollectionCount") or 0)+1)
        end
        local wasHatched=record.State=="Hatched"
        record.State="Hatched"
        syncInventory(player)
        if not wasHatched then notify(player,record.Label.." hatched! +$"..income.."/s on your plot.");requestSave(player) end
    end
    if record.State=="Hatched" or record.HatchAt&lt;=os.time() then hatch()
    else task.spawn(function()
        while record.HatchAt&gt;os.time() do
            if departed[player] or not display.Parent then return end
            text.Text=tostring(record.HatchAt-os.time()).."s";task.wait(1)
        end
        hatch()
    end) end
end
restoreCollection=function(player)
    collections[player]={}
    for _,record in ipairs(records[player]) do if record.State~="Stored" then renderRecord(player,record) end end
    updateStorageCount(player)
end
placeEgg=function(player,requested)
    local egg,root=held[player],rootFor(player)
    if not egg or not root then return end
    if not egg.owned then notify(player,"Cross the course exit to secure this egg first.");return end
    local plot,ground=insideOwnPlot(player,root.Position)
    if not plot then notify(player,"Walk onto YOUR highlighted plot first.");return end
    local position=root.Position
    if requested~=nil then
        if typeof(requested)~="Vector3" or not Rules.finite(requested.X) or not Rules.finite(requested.Y) or not Rules.finite(requested.Z) then return end
        if not insideOwnPlot(player,Vector3.new(requested.X,ground.Position.Y+3,requested.Z)) then notify(player,"Click inside YOUR plot.");return end
        position=requested
    end
    local point=ground.CFrame:PointToObjectSpace(position)
    point=Vector3.new(math.max(-ground.Size.X/2+3,math.min(ground.Size.X/2-3,point.X)),2.1,
        math.max(-ground.Size.Z/2+3,math.min(ground.Size.Z/2-3,point.Z)))
    local displayPosition=ground.CFrame:PointToWorldSpace(point)
    local collection=collections[player] or {}
    if #collection&gt;=(player:GetAttribute("PlotCapacity") or Config.StartingCapacity) then notify(player,"Your plot is full. Buy more slots from Plot actions.");return end
    for _,item in ipairs(collection) do if (item:GetPivot().Position-displayPosition).Magnitude&lt;5 then notify(player,"Choose a clear spot farther from other eggs.");return end end
    local record=egg.record
    if not PlotRules.valid(records[player],record.Id,point.X,point.Z,Config) then notify(player,"Choose a clear spot inside your plot.");return end
    record.Rotation=0
    record.State="Hatching";record.X=point.X;record.Z=point.Z
    record.HatchAt=os.time()+Config.HatchSecondsBySection[record.Section]
    release(player,egg.home);egg.object:Destroy()
    renderRecord(player,record);updateStorageCount(player);requestSave(player)
    notify(player,"Egg placed! Hatching in "..Config.HatchSecondsBySection[record.Section].." seconds.")
end


local function positionRecord(player,record)
    local display=displays[player] and displays[player][record.Id]
    if not display or not display.Parent then return end
    local ground=plots:FindFirstChild("Plot"..assignments[player]).PlotGround
    local height=record.State=="Hatched" and 1.36 or 2.1
    local position=ground.CFrame:PointToWorldSpace(Vector3.new(record.X,height,record.Z))
    display:PivotTo(CFrame.new(position)*CFrame.Angles(0,math.rad(record.Rotation or 0),0))
end
editPlot=function(player,request)
    if type(request)~="table" or type(request.Id)~="string" or not Rules.finite(request.X) or not Rules.finite(request.Z) or not Rules.finite(request.Rotation) then return end
    local root=rootFor(player)
    if not root or not insideOwnPlot(player,root.Position) then notify(player,"Stand on your own plot to edit it.");return end
    local record
    for _,item in ipairs(records[player] or {}) do if item.Id==request.Id and item.State~="Stored" then record=item;break end end
    if not record or not PlotRules.valid(records[player],record.Id,request.X,request.Z,Config) then notify(player,"Placement blocked: keep items apart and inside your plot.");return end
    record.X=request.X;record.Z=request.Z;record.Rotation=math.floor(request.Rotation)%360
    positionRecord(player,record);syncInventory(player);requestSave(player)
    notify(player,"Placement saved.")
end
organizePlot=function(player)
    local root=rootFor(player)
    if not root or not insideOwnPlot(player,root.Position) then notify(player,"Stand on your own plot to organize it.");return end
    local positions=PlotRules.organize(records[player] or {})
    -- Validate the complete candidate before changing any live record.
    local candidates={}
    for _,pos in ipairs(positions) do candidates[#candidates+1]={Id=pos.Id,State="Hatched",X=pos.X,Z=pos.Z} end
    for _,pos in ipairs(positions) do if not PlotRules.valid(candidates,pos.Id,pos.X,pos.Z,Config) then return end end
    for _,pos in ipairs(positions) do
        for _,record in ipairs(records[player]) do if record.Id==pos.Id then
            record.X=pos.X;record.Z=pos.Z;record.Rotation=0;positionRecord(player,record)
        end end
    end
    syncInventory(player);requestSave(player);notify(player,"Plot organized. Hatch times and earnings are unchanged.")
end

local treadmills={}
for i=1,Config.MaxPlayers do
    local plot=plots:FindFirstChild("Plot"..i)
    local machine=plot and plot:FindFirstChild("TrainingTreadmill")
    treadmills[i]=machine and machine:FindFirstChild("Treadmill")
end
local trainees={}
local runningPoses={}
local runningTracks={}
stopTraining=function(player)
    local root=trainees[player]
    if root and root.Parent then
        root:SetNetworkOwnershipAuto()
        local h=player.Character and player.Character:FindFirstChildOfClass("Humanoid")
        if h then h.AutoRotate=true end
    end
    trainees[player]=nil
    local track=runningTracks[player]
    if track then pcall(function() track:Stop(.15);track:Destroy() end);runningTracks[player]=nil end
    for motor, original in pairs(runningPoses[player] or {}) do if motor.Parent then motor.C0=original end end
    runningPoses[player]=nil
    player:SetAttribute("TrainingActive",false)
end
startTraining=function(player)
    if player:GetAttribute("TrainingActive") then
        trainingPaused[player]=true;stopTraining(player)
        notify(player,"Training stopped. Step off and on again to restart.")
    else notify(player,"Step onto your own treadmill to train anywhere on its deck. Step off or use Stop training to stop.") end
end
local function beginRunning(player,root)
    if trainees[player]==root then
        local track=runningTracks[player]
        if track then pcall(function() if not track.IsPlaying then track:Play(.1,1,1) end end) end
        return
    end
    stopTraining(player)
    trainees[player]=root
    -- Keep ordinary client movement and position: the whole owned deck trains.
    local joints={}
    for _,motor in ipairs(player.Character:GetDescendants()) do
        if motor:IsA("Motor6D") then
            local name=motor.Name
            if name:find("Hip") or name:find("Shoulder") or name:find("Knee") or name:find("Elbow") or name=="Waist" then joints[motor]=motor.C0 end
        end
    end
    runningPoses[player]=joints
    -- Standard Roblox avatar run animations; Action priority beats idle Animate.
    local humanoid=player.Character:FindFirstChildOfClass("Humanoid")
    local ok,track=pcall(function()
        local animator=humanoid:FindFirstChildOfClass("Animator")
        if not animator then animator=Instance.new("Animator");animator.Parent=humanoid end
        local animation=Instance.new("Animation")
        animation.AnimationId=humanoid.RigType==Enum.HumanoidRigType.R6 and "rbxassetid://180426354" or "rbxassetid://507767714"
        local result=animator:LoadAnimation(animation);animation:Destroy()
        result.Name="EggHuntTrainingRun";result.Priority=Enum.AnimationPriority.Action;result.Looped=true;result:Play(.15,1,1)
        return result
    end)
    if ok then runningTracks[player]=track end
    player:SetAttribute("TrainingActive",true);player:SetAttribute("UseTraining",true)
    applySpeed(player)
end
for i=1,Config.MaxPlayers do
    local plot=plots:FindFirstChild("Plot"..i)
    local plate=plot and plot:FindFirstChild("OwnerNameplate")
    if plate then
        local click=Instance.new("ClickDetector");click.MaxActivationDistance=18;click.Parent=plate
        click.MouseClick:Connect(function(player)
            local root=rootFor(player)
            if not root or (root.Position-plate.Position).Magnitude&gt;20 then return end
            local owner=owners[i]
            event:FireClient(player,"OwnerInfo",owner and owner.DisplayName or "Unclaimed",owner and owner.Name or "")
        end)
    end
end
local walls={SideWall=true,HubSideHedge=true,HubBackHedge=true,SafeShoulder=true,CourseEndWall=true,WallPillar=true,WallCoping=true,WallTopAccent=true}
for _,part in ipairs(world:GetDescendants()) do
    if part:IsA("BasePart") and walls[part.Name] then part.CustomPhysicalProperties=PhysicalProperties.new(1,.12,0,100,100) end
end
local economyClock=0
local saveClock=0
local trainingClock = 0
RunService.Heartbeat:Connect(function(dt)
    local step=math.min(dt,.1)
    local reset,remaining=cycle:Step(os.clock())
    world:SetAttribute("CourseState",cycle.State);world:SetAttribute("CourseSeconds",remaining)
    barrier.CanCollide=cycle.State=="Closed";barrier.CanQuery=barrier.CanCollide
    barrier.Transparency=barrier.CanCollide and .25 or 1
    if reset then
        for player,egg in pairs(held) do if not egg.owned then release(player,egg.home) end end
        for _,egg in ipairs(eggs) do returnCourseEgg(egg,true) end
        for _,guardian in pairs(guardians) do guardian.object:PivotTo(guardian.home) end
    end
    if cycle.State=="Closed" then
        for player in pairs(assignments) do
            local root=rootFor(player)
            if root and root.Position.Z&lt;Config.Course.StartZ+4 then
                root.AssemblyLinearVelocity=Vector3.zero;root.AssemblyAngularVelocity=Vector3.zero
                local index=assignments[player]
                player.Character:PivotTo(CFrame.new(((index-1)%3-1)*12,4,Config.Course.StartZ+14+math.floor((index-1)/3)*12))
                notify(player,"Course refreshing. Your secured collection is safe.")
            end
        end
    end
    saveClock=saveClock+dt
    if saveClock&gt;=Config.Persistence.SaveInterval then
        saveClock=0
        for player,profile in pairs(profiles) do
            requestSave(player)
            if not profile.MemoryOnly and (profile.LostLease or os.clock()-profile.LastSave&gt;Config.Persistence.LeaseSeconds-30) then
                player:Kick("Progress saving is unavailable. Please reconnect shortly.")
            end
        end
    end
    economyClock=economyClock+math.min(dt,1)
    if economyClock&gt;=1 then
        local seconds=math.floor(economyClock);economyClock=economyClock-seconds
        for player in pairs(assignments) do
            local income=player:GetAttribute("IncomeRate") or 0
            if income&gt;0 and not departed[player] then player:SetAttribute("Bank",(player:GetAttribute("Bank") or 0)+income*seconds) end
        end
    end
    trainingClock=trainingClock+dt
    for _,player in ipairs(Players:GetPlayers()) do
        local root=rootFor(player)
        local treadmill=treadmills[assignments[player]]
        local onBelt=false
        if root and treadmill then
            local localPoint=treadmill.CFrame:PointToObjectSpace(root.Position)
            onBelt=math.abs(localPoint.X)&lt;=treadmill.Size.X/2 and math.abs(localPoint.Z)&lt;=treadmill.Size.Z/2 and localPoint.Y&gt;=0 and localPoint.Y&lt;=6
        end
        if player:GetAttribute("OnTreadmill")~=onBelt then
            player:SetAttribute("OnTreadmill",onBelt);applySpeed(player)
        end
        if not onBelt then trainingPaused[player]=nil end
        -- Occupancy alone drives training, including walking and small adjustments.
        -- Only step-off, invalid/dead character, carrying or explicit Stop cancels.
        local active=onBelt and not departed[player] and not held[player] and not trainingPaused[player]
        if active then beginRunning(player,root)
        elseif trainees[player] then stopTraining(player) end
        if (player:GetAttribute("StumbleUntil") or 0)&lt;=os.clock() and player:GetAttribute("Recovering") then
            endRecovery(player);applySpeed(player)
        end
    end
    for player, egg in pairs(held) do
        local root=rootFor(player)
        if not root then dropEgg(player)
        else
            if not egg.safe then
                local previous=egg.previousPosition or root.Position
                local delta=root.Position-previous
                local speed=player:GetAttribute("CurrentSpeed") or 16
                -- Validate a continuous approach through the actual exit corridor.
                -- Replicated positions arrive in batches, rather than every
                -- Heartbeat. Allow distance since the last observed movement.
                local movementTime=math.min(.75,math.max(dt,os.clock()-(egg.movementAt or os.clock())))
                if delta.Magnitude&gt;speed*movementTime+8 then egg.invalidEscape=true end
                if delta.Magnitude&gt;.02 then egg.movementAt=os.clock() end
                if root.Position.Z&gt;=Config.Course.StartZ then
                    if not egg.invalidEscape and previous.Z&lt;Config.Course.StartZ and math.abs(root.Position.X)&lt;=Config.Course.Width/2
                        and math.abs(previous.X)&lt;=Config.Course.Width/2 and root.Position.Y&gt;=0 and root.Position.Y&lt;=14 and cycle.State~="Closed" then
                        secureEgg(player,egg)
                        egg=held[player]
                    else
                        release(player,egg.home);notify(player,"Return through the course exit to secure an egg.");egg=nil
                    end
                end
            end
            if egg then
                local guardian=guardians[egg.section]
                local offset=root.Position-guardian.object:GetPivot().Position
                player:SetAttribute("GuardianGap",math.sqrt(offset.X*offset.X+offset.Z*offset.Z))
                player:SetAttribute("HomeDistance",math.max(0,Config.Course.StartZ-root.Position.Z))
                local elapsed=os.clock()-(egg.started or 0)
                player:SetAttribute("ChasePhase",egg.safe and "Safe" or elapsed&lt;Config.ChaseGraceSeconds and "Head start"
                    or elapsed&lt;Config.ChaseGraceSeconds+Config.GuardianBurst.Duration and "Guardian accelerating" or "Chase active")
            end
        end
    end
    for id, guardian in pairs(guardians) do
        local current=guardian.object:GetPivot()
        local target, targetEgg, distance
        for player, egg in pairs(held) do
            local root=rootFor(player)
            if root and root.Position.Z&lt;Config.Course.StartZ and not egg.owned and Rules.canChase(id, egg.section, egg.safe, os.clock()-egg.started, Config.ChaseGraceSeconds) then
                -- Model pivots include tall handles/signs; capture distance is on the ground plane.
                local offset=root.Position-current.Position
                local d=Vector3.new(offset.X,0,offset.Z).Magnitude
                if not distance or d&lt;distance then target=root; targetEgg=egg; distance=d end
            end
        end
        local awake=false
        for _,egg in pairs(held) do if egg.section==id and not egg.owned then awake=true end end
        local returning=(current.Position-guardian.home.Position).Magnitude&gt;.5
        local state=target and "Chasing" or awake and "Head start" or returning and "Returning" or "Sleeping"
        guardian.object:SetAttribute("GuardianState",state)
        for _,part in ipairs(guardian.object:GetDescendants()) do
            if part.Name=="OpenEye" then part.Transparency=awake and 0 or 1
            elseif part.Name=="ClosedEye" then part.Transparency=awake and 1 or 0 end
        end
        local destination=target and Vector3.new(target.Position.X,current.Position.Y,math.min(target.Position.Z,Config.Course.StartZ-1)) or guardian.home.Position
        local delta=destination-current.Position
        local pressure=targetEgg and Config.PetRules[targetEgg.label].Chase or 1
        local elapsed=targetEgg and os.clock()-targetEgg.started-Config.ChaseGraceSeconds or 0
        local burst=Rules.burstMultiplier(distance or 0,elapsed,Config.GuardianBurst)
        local desired=Config.GuardianSpeeds[id]*pressure*(target and burst or 1)
        local previousSpeed=guardian.speed or 0
        guardian.speed=desired&gt;previousSpeed and math.min(desired,previousSpeed+50*step) or math.max(desired,previousSpeed-50*step)
        if awake and not target then guardian.speed=0 end
        local amount=guardian.speed*step
        local nextPosition=current.Position
        if delta.Magnitude&gt;0 then
            nextPosition=current.Position+delta.Unit*math.min(amount,delta.Magnitude)
            nextPosition=Vector3.new(nextPosition.X,nextPosition.Y,math.min(nextPosition.Z,Config.Course.StartZ-1))
            guardian.object:PivotTo(current+(nextPosition-current.Position))
        end
        local gap=math.huge
        if target then
            local previous=targetEgg.previousPosition or target.Position
            gap=Rules.closestGap(previous.X-current.Position.X,previous.Z-current.Position.Z,target.Position.X-nextPosition.X,target.Position.Z-nextPosition.Z)
        end
        if target and gap &lt;= Config.CaptureDistance and os.clock()&gt;=(targetEgg.carrier:GetAttribute("HitCooldownUntil") or 0) then
            local player=targetEgg.carrier
            player:SetAttribute("HitCooldownUntil",os.clock()+Config.Catch.Cooldown)
            player:SetAttribute("StumbleUntil",os.clock()+Config.Catch.Stumble)
            player:SetAttribute("Recovering",true);applySpeed(player)
            target:SetNetworkOwner(nil);recoveryRoots[player]=target
            local away=Vector3.new(target.Position.X-nextPosition.X,0,target.Position.Z-nextPosition.Z)
            if away.Magnitude&lt;.1 then away=Vector3.new(0,0,1) else away=away.Unit end
            local sideways=Vector3.new(-away.Z,0,away.X)
            target.AssemblyLinearVelocity=away*Config.Catch.HorizontalSpeed+sideways*Config.Catch.SideSpeed+Vector3.new(0,1,0)
            if Rules.captureReturnsHome(id,sectionAt(target.Position)) then
                release(player,targetEgg.home);notify(player,"Caught! The egg returned to its nest. Train more speed and try again.")
            else
                dropEgg(player);notify(player,"Caught! The egg dropped here. Pick it up again when you are ready.")
            end
        end
    end
    for player,egg in pairs(held) do local root=rootFor(player);if root then egg.previousPosition=root.Position end end
    if trainingClock&gt;=.25 then
        local seconds=math.min(trainingClock,1); trainingClock=0
        for player, anchoredRoot in pairs(trainees) do
            local root=rootFor(player)
            if root~=anchoredRoot or held[player] then stopTraining(player)
            else
                player:SetAttribute("TrainedSpeed",Rules.train(player:GetAttribute("TrainedSpeed") or 16,seconds,player:GetAttribute("TrainingGain") or Config.TrainingPerSecond,Config.MaxTrainedSpeed))
                applySpeed(player)
            end
        end
    end
end)

local function leave(player)
    departed[player]=true
    endRecovery(player)
    if stopTraining then stopTraining(player) end
    local egg=held[player]
    if egg then
        if egg.owned then stowEgg(player) else release(player,egg.home) end
    end
    saveProgress(player,true)
    for _,item in ipairs(collections[player] or {}) do item:Destroy() end
    collections[player]=nil;displays[player]=nil;records[player]=nil;profiles[player]=nil
    local index=assignments[player]
    if index then
        owners[index]=nil
        local plot=plots:FindFirstChild("Plot"..index)
        plotLabel(plot,"Unclaimed");plot:SetAttribute("OwnerUserId",nil)
    end
    assignments[player],lastRequest[player],trainingPaused[player]=nil,nil,nil
end
Players.PlayerAdded:Connect(join)
Players.PlayerRemoving:Connect(leave)
for _,player in ipairs(Players:GetPlayers()) do task.spawn(join,player) end
game:BindToClose(function()
    local pending=0
    for player in pairs(profiles) do
        pending=pending+1
        task.spawn(function() saveProgress(player,true);pending=pending-1 end)
    end
    local deadline=os.clock()+25
    while pending&gt;0 and os.clock()&lt;deadline do task.wait(.1) end
end)
</ProtectedString>
        <bool name="Disabled">false</bool>
      </Properties>
    </Item>
  </Item>
  <Item class="StarterPlayer" referent="RBX000002C5">
    <Properties>
      <string name="Name">StarterPlayer</string>
      <float name="CameraMaxZoomDistance">180</float>
      <float name="CameraMinZoomDistance">0.5</float>
    </Properties>
    <Item class="StarterPlayerScripts" referent="RBX000002C6">
      <Properties>
        <string name="Name">StarterPlayerScripts</string>
      </Properties>
      <Item class="LocalScript" referent="RBX000002C7">
        <Properties>
          <string name="Name">LayoutClient</string>
          <ProtectedString name="Source">-- Responsive owner-only inventory, explicit plot editing and read-only live stats.
local Players=game:GetService("Players")
local Rep=game:GetService("ReplicatedStorage")
local Run=game:GetService("RunService")
local Input=game:GetService("UserInputService")
local player=Players.LocalPlayer
local Config=require(Rep:WaitForChild("LayoutConfig"))
local Rules=require(Rep:WaitForChild("GameplayRules"))
local PlotRules=require(Rep:WaitForChild("PlotRules"))
local event=Rep:WaitForChild("LayoutControl")
local world=workspace:WaitForChild("EggHuntLayout")
local gui=Instance.new("ScreenGui");gui.Name="EggHuntHUD";gui.ResetOnSpawn=false;gui.Parent=player:WaitForChild("PlayerGui")
gui.ZIndexBehavior=Enum.ZIndexBehavior.Sibling
local function frame(parent)
 local f=Instance.new("Frame");f.BackgroundColor3=Color3.fromRGB(24,37,43);f.BorderSizePixel=0;f.Parent=parent;return f
end
local function text(parent,size)
 local t=Instance.new("TextLabel");t.BackgroundTransparency=1;t.TextStrokeTransparency=.25;t.TextColor3=Color3.fromRGB(245,247,235)
 t.Font=Enum.Font.GothamMedium;t.TextSize=size or 14;t.TextWrapped=true;t.Parent=parent;return t
end
local function button(parent,title,callback)
 local b=Instance.new("TextButton");b.Text=title;b.Font=Enum.Font.GothamMedium;b.TextSize=12;b.TextWrapped=false;b.Size=UDim2.fromOffset(88,44)
 b.TextColor3=Color3.fromRGB(24,37,43);b.BackgroundColor3=Color3.fromRGB(226,235,207);b.BorderSizePixel=0
 b.Selectable=true;b.Activated:Connect(callback);b.Parent=parent;return b
end
-- Independent edge indicators leave the gameplay view open; no dashboard slab.
local stats=frame(gui);stats.Name="EdgeStats";stats.BackgroundTransparency=1;stats.Size=UDim2.new(1,0,0,180)
local function indicator(name,right,y)
 local t=text(stats,14);t.Name=name;t.TextWrapped=false;t.TextTruncate=Enum.TextTruncate.AtEnd;t.Size=UDim2.fromOffset(170,24)
 t.AnchorPoint=Vector2.new(right and 1 or 0,0);t.Position=UDim2.new(right and 1 or 0,right and -12 or 12,0,y)
 t.TextXAlignment=right and Enum.TextXAlignment.Right or Enum.TextXAlignment.Left
 return t
end
local speedStat=indicator("SpeedStat",false,72)
local gainStat=indicator("TrainingStat",false,98)
local cashStat=indicator("CashStat",false,124)
local bankStat=indicator("BankStat",true,72)
local collectionStat=indicator("CollectionStat",true,98)
local saveStat=indicator("SaveStat",true,124)
local recommendationStat=indicator("RecommendedStat",true,150)
local cycle=text(stats,14);cycle.Name="CycleStat";cycle.AnchorPoint=Vector2.new(.5,0);cycle.Position=UDim2.new(.5,0,0,4);cycle.Size=UDim2.fromOffset(280,24)
local notice=text(stats,13);notice.Name="TransientNotice";notice.AnchorPoint=Vector2.new(.5,0);notice.Position=UDim2.new(.5,0,0,32);notice.Size=UDim2.fromOffset(320,30)
local panel=frame(gui);panel.Name="BottomDock";panel.BackgroundTransparency=1;panel.AnchorPoint=Vector2.new(.5,1);panel.Position=UDim2.new(.5,0,1,-4)
local controls=Instance.new("ScrollingFrame");controls.Name="ActionRow";controls.BackgroundTransparency=1;controls.BorderSizePixel=0
controls.Position=UDim2.fromOffset(4,0);controls.Size=UDim2.new(1,-8,1,0);controls.ScrollBarThickness=3
controls.ScrollingDirection=Enum.ScrollingDirection.X;controls.AutomaticCanvasSize=Enum.AutomaticSize.X;controls.CanvasSize=UDim2.new();controls.Parent=panel
local rowLayout=Instance.new("UIListLayout");rowLayout.FillDirection=Enum.FillDirection.Horizontal;rowLayout.VerticalAlignment=Enum.VerticalAlignment.Center
rowLayout.Padding=UDim.new(0,4);rowLayout.SortOrder=Enum.SortOrder.LayoutOrder;rowLayout.Parent=controls
-- Egg slots share the very same horizontal row; neither controls nor slots wrap.
local hotbar=controls
local modal=frame(gui);modal.AnchorPoint=Vector2.new(.5,.5);modal.Position=UDim2.fromScale(.5,.46);modal.Visible=false;modal.ZIndex=5
local modalTitle=text(modal,16);modalTitle.Position=UDim2.fromOffset(10,4);modalTitle.Size=UDim2.new(1,-68,0,36);modalTitle.ZIndex=6
local close=button(modal,"Close",function() modal.Visible=false end);close.Position=UDim2.new(1,-60,0,4);close.Size=UDim2.fromOffset(54,36);close.ZIndex=6
local list=Instance.new("ScrollingFrame");list.Position=UDim2.fromOffset(8,46);list.Size=UDim2.new(1,-16,1,-54);list.BackgroundTransparency=1;list.BorderSizePixel=0
list.ScrollBarThickness=5;list.AutomaticCanvasSize=Enum.AutomaticSize.Y;list.CanvasSize=UDim2.new();list.Parent=modal;list.ZIndex=6
local listLayout=Instance.new("UIListLayout");listLayout.Padding=UDim.new(0,5);listLayout.Parent=list
local items,activeId={},""
local receivedInventory=false
local mode,selected,candidate,previewParts=nil,nil,nil,{}
local localNotice="";local noticeUntil=0
local plot,plotNumber,homeIcon
local hotButtons={}
local refreshInventory,openMenu
local function say(message) localNotice=message;noticeUntil=os.clock()+5 end
local function clearPreview()
 for _,part in ipairs(previewParts) do part:Destroy() end
 previewParts={}
end
local function endEdit() clearPreview();mode=nil;selected=nil;candidate=nil end
local function ground() return plot and plot:FindFirstChild("PlotGround") end
local function ghost(x,z,rotation,valid)
 local g=ground();if not g then return end
 local part=Instance.new("Part");part.Name="PlacementPreview";part.Anchored=true;part.CanCollide=false;part.CanTouch=false;part.CanQuery=false
 part.Size=Vector3.new(5,.4,5);part.Transparency=.35;part.Color=valid and Color3.fromRGB(80,230,145) or Color3.fromRGB(255,80,80)
 part.CFrame=g.CFrame*CFrame.new(x,1,z)*CFrame.Angles(0,math.rad(rotation or 0),0);part.Parent=workspace;previewParts[#previewParts+1]=part
 -- A short front pointer makes rotation visible even for symmetric eggs.
 local arrow=part:Clone();arrow.Size=Vector3.new(.6,.5,3);arrow.CFrame=part.CFrame*CFrame.new(0,.1,-3);arrow.Parent=workspace;previewParts[#previewParts+1]=arrow
end
local function showCandidate()
 clearPreview()
 if selected and candidate then ghost(candidate.X,candidate.Z,candidate.Rotation,PlotRules.valid(items,selected.Id,candidate.X,candidate.Z,Config)) end
end
local function edit(record)
 endEdit();modal.Visible=false;mode="Edit";selected=record
 candidate={Id=record.Id,X=record.X,Z=record.Z,Rotation=record.Rotation or 0};showCandidate()
 say("Tap a clear spot, Rotate, then Confirm. Cancel leaves it unchanged.")
end
local function clearRows()
 for _,child in ipairs(list:GetChildren()) do if child:IsA("TextButton") then child:Destroy() end end
end
local function row(title,callback)
 local b=button(list,title,callback);b.Size=UDim2.new(1,-8,0,46);b.TextWrapped=true;b.ZIndex=7;return b
end
openMenu=function(which)
 modal.Visible=true;modalTitle.Text=which;clearRows()
 if which=="Backpack" or which=="Edit plot" then
  local stored=0
  for _,record in ipairs(items) do
   if record.State=="Stored" then
    stored=stored+1
    if which=="Backpack" and stored&gt;10 then local item=record;row(item.Label.." · Stage "..item.Section,function() event:FireServer("EquipEgg",item.Id);modal.Visible=false end) end
   elseif which=="Edit plot" then
    local item=record;row(item.Label.." · "..item.State.." · Move / rotate",function() edit(item) end)
   end
  end
  if which=="Backpack" and stored&lt;=10 then row("No overflow. Secured eggs appear in the hotbar.",function() end) end
  if which=="Edit plot" then row("Auto Organize — preview",function()
   endEdit();modal.Visible=false;mode="Organize"
   for _,pos in ipairs(PlotRules.organize(items)) do ghost(pos.X,pos.Z,0,true) end
   say("Preview only. Confirm to organize; Cancel keeps your layout.")
  end) end
 elseif which=="Actions" then
  row("My plot",function() event:FireServer("Plot");modal.Visible=false end)
  row("Training / Stop",function() event:FireServer("Train");modal.Visible=false end)
  row("Plot actions",function() openMenu("Plot actions") end)
  row("Backpack",function() openMenu("Backpack") end)
  row("Test speeds",function() openMenu("Test speeds") end)
  if mode then
   row("Rotate 90°",function() if candidate then candidate.Rotation=(candidate.Rotation+90)%360;showCandidate() end;modal.Visible=false end)
   row("Confirm edit",function() if mode=="Organize" then event:FireServer("Organize") elseif candidate and PlotRules.valid(items,selected.Id,candidate.X,candidate.Z,Config) then event:FireServer("EditItem",candidate) end;endEdit();modal.Visible=false end)
   row("Cancel edit",function() endEdit();modal.Visible=false end)
  end
 elseif which=="Plot actions" then
  row("Collect bank $"..(player:GetAttribute("Bank") or 0),function() event:FireServer("Collect") end)
  row("Buy +4 earned speed · $"..Config.SpeedUpgradeCost,function() event:FireServer("BuySpeed") end)
  row("Upgrade slots · $"..(player:GetAttribute("NextCapacityPrice") or 0),function() event:FireServer("BuyCapacity") end)
  row("Upgrade treadmill · $"..(player:GetAttribute("NextTreadmillPrice") or 0),function() event:FireServer("BuyTreadmill") end)
  row("Edit plot / Auto Organize",function() openMenu("Edit plot") end)
  for _,name in ipairs(Config.EggLabels) do row((player:GetAttribute("Found_"..name) and "Found: " or "Missing: ")..name,function() end) end
 elseif which=="Test speeds" then
  row("Use earned speed",function() event:FireServer("Training");modal.Visible=false end)
  for _,name in ipairs(Config.SpeedOrder) do row(name.." "..Config.SpeedPresets[name],function() event:FireServer("Speed",name);modal.Visible=false end) end
 end
end
local function action(title,fn,order) local b=button(controls,title,fn);b.LayoutOrder=order;return b end
local plotButton=action("My plot",function() event:FireServer("Plot") end,1)
local placeButton=action("Place egg",function() event:FireServer("Place") end,2)
local dropButton=action("Drop / Store",function() event:FireServer("Drop") end,3)
local trainButton=action("Training help",function() event:FireServer("Train") end,4)
local plotActionsButton=action("Plot actions",function() openMenu("Plot actions") end,5)
local backpackButton=action("Backpack",function() openMenu("Backpack") end,6)
local rotateButton=action("Rotate 90°",function() if candidate then candidate.Rotation=(candidate.Rotation+90)%360;showCandidate() end end,7)
local confirmButton=action("Confirm",function()
 if mode=="Organize" then event:FireServer("Organize");endEdit()
 elseif mode=="Edit" and candidate and PlotRules.valid(items,selected.Id,candidate.X,candidate.Z,Config) then event:FireServer("EditItem",candidate);endEdit() end
end,8)
local cancelButton=action("Cancel",endEdit,9)
local actionsButton=action("Actions",function() openMenu("Actions") end,0)
local testButton=action("Test speeds",function() openMenu("Test speeds") end,10)
refreshInventory=function()
 for _,b in ipairs(hotButtons) do b:Destroy() end;hotButtons={}
 local n=0
 for _,record in ipairs(items) do if record.State=="Stored" and n&lt;10 then
  n=n+1;local item=record;local slot=n
  local b=button(hotbar,tostring(slot%10).."\n"..item.Label,function() event:FireServer("EquipEgg",item.Id) end)
  b.Name="EggSlot";b.LayoutOrder=20+slot;b.Size=UDim2.fromOffset(60,44);b.TextWrapped=true;b.BackgroundColor3=item.Id==activeId and Color3.fromRGB(115,215,150) or Color3.fromRGB(226,235,207)
  hotButtons[#hotButtons+1]=b
 end end
 -- AutomaticCanvasSize includes the action buttons and up to ten egg slots.
end
local function updatePlot()
 local index=player:GetAttribute("PlotNumber");if index==plotNumber and plot then return end
 plotNumber=index;if homeIcon then homeIcon:Destroy() end;endEdit()
 plot=index and world.Plots:FindFirstChild("Plot"..index);if not plot then return end
 -- Actual anchored world geometry: fixed size/orientation, depth-tested by walls.
 homeIcon=Instance.new("Model");homeIcon.Name="MyPlotHomeIcon";homeIcon.Parent=workspace
 local center=plot.PlotGround.Position+Vector3.new(0,48,0)
 for _,spec in ipairs({{-3,0,0,.7,5,.7},{3,0,0,.7,5,.7},{0,-2.2,0,6,.7,.7},{-1.8,3.3,-45,.7,5,.7},{1.8,3.3,45,.7,5,.7}}) do
  local p=Instance.new("Part");p.Anchored=true;p.CanCollide=false;p.CanTouch=false;p.CanQuery=false;p.Color=Color3.fromRGB(249,222,136)
  p.Size=Vector3.new(spec[4],spec[5],spec[6]);p.CFrame=CFrame.new(center+Vector3.new(spec[1],spec[2],0))*CFrame.Angles(0,0,math.rad(spec[3]));p.Parent=homeIcon
 end
end
local function pointFromScreen(position)
 local camera=workspace.CurrentCamera;local g=ground();if not camera or not g then return end
 local ray=camera:ScreenPointToRay(position.X,position.Y);if ray.Direction.Y&gt;=-.001 then return end
 local distance=(g.Position.Y+.2-ray.Origin.Y)/ray.Direction.Y;if distance&lt;=0 or distance&gt;1500 then return end
 local point=ray.Origin+ray.Direction*distance
 if mode=="Edit" and candidate then
  local localPoint=g.CFrame:PointToObjectSpace(point);candidate.X=localPoint.X;candidate.Z=localPoint.Z;showCandidate()
 elseif not mode and player:GetAttribute("EggSafe") then event:FireServer("Place",point) end
end
Input.InputEnded:Connect(function(input,processed) if not processed and input.UserInputType==Enum.UserInputType.MouseButton1 then pointFromScreen(input.Position) end end)
Input.TouchTapInWorld:Connect(function(position,processed) if not processed then pointFromScreen(position) end end)
local keys={Enum.KeyCode.One,Enum.KeyCode.Two,Enum.KeyCode.Three,Enum.KeyCode.Four,Enum.KeyCode.Five,Enum.KeyCode.Six,Enum.KeyCode.Seven,Enum.KeyCode.Eight,Enum.KeyCode.Nine,Enum.KeyCode.Zero}
Input.InputBegan:Connect(function(input,processed)
 if processed or Input:GetFocusedTextBox() then return end
 if input.KeyCode==Enum.KeyCode.Q then event:FireServer("Drop")
 elseif input.KeyCode==Enum.KeyCode.F then event:FireServer("Place")
 elseif input.KeyCode==Enum.KeyCode.R and candidate then candidate.Rotation=(candidate.Rotation+90)%360;showCandidate()
 elseif input.KeyCode==Enum.KeyCode.Escape then endEdit() end
 for i,key in ipairs(keys) do if input.KeyCode==key then
  local n=0;for _,record in ipairs(items) do if record.State=="Stored" then n=n+1;if n==i then event:FireServer("EquipEgg",record.Id);break end end end
 end end
end)
event.OnClientEvent:Connect(function(action,value,other)
 if action=="Inventory" then receivedInventory=true;items=value;activeId=other;refreshInventory()
 elseif action=="OwnerInfo" then say(other~="" and ("Owner: "..value.." (@"..other..")") or "Unclaimed plot") end
end)
player:GetAttributeChangedSignal("GameNoticeSerial"):Connect(function() say(player:GetAttribute("GameNotice") or "") end)
player:GetAttributeChangedSignal("PlotNumber"):Connect(updatePlot)
updatePlot()
task.spawn(function() while not receivedInventory do event:FireServer("InventoryReady");task.wait(1) end end)
local elapsed=0
Run.RenderStepped:Connect(function(dt)
 local active=player:GetAttribute("TrainingActive")
 -- Moving or jumping inside the deck must not cancel occupancy-based training.
 elapsed=elapsed+dt;if elapsed&lt;.1 then return end;elapsed=0
 updatePlot()
 local camera=workspace.CurrentCamera;local viewport=camera and camera.ViewportSize or Vector2.new(800,600)
 local width=math.min(1120,math.max(240,viewport.X-24))
 local editing=mode~=nil;rotateButton.Visible=mode=="Edit";confirmButton.Visible=editing;cancelButton.Visible=editing;testButton.Visible=not editing
 actionsButton.Visible=false
 panel.Size=UDim2.fromOffset(width,52);panel.Position=UDim2.new(.5,0,1,-4)
 modal.Size=UDim2.fromOffset(math.min(width,480),math.max(150,math.min(350,viewport.Y-130)))
 cycle.Size=UDim2.fromOffset(math.min(280,width),24);notice.Size=UDim2.fromOffset(math.min(320,width),30)
 local edgeWidth=math.min(170,math.floor((viewport.X-32)/2))
 for _,t in ipairs({speedStat,gainStat,cashStat,bankStat,collectionStat,saveStat,recommendationStat}) do t.Size=UDim2.fromOffset(edgeWidth,24);t.TextSize=viewport.X&lt;400 and 12 or 14 end
 local speed=math.floor(player:GetAttribute("CurrentSpeed") or 16);local earned=player:GetAttribute("TrainedSpeed") or 16
 local gain=active and (player:GetAttribute("TrainingGain") or 0) or 0
 local save=player:GetAttribute("SaveStatus") or "Loading"
 speedStat.Text="⚡ "..speed.." · Earned "..string.format("%.1f",earned)
 gainStat.Text=active and ("↗ +"..gain.." speed/s") or "";gainStat.Visible=active==true
 cashStat.Text="$ "..(player:GetAttribute("Coins") or 0)
 bankStat.Text="▣ Bank $"..(player:GetAttribute("Bank") or 0)
 collectionStat.Text="◇ "..(player:GetAttribute("CollectionCount") or 0).."/6 found"
 saveStat.Text="☁ "..save
 local phase=world:GetAttribute("CourseState");local seconds=world:GetAttribute("CourseSeconds") or 0
 local root=player.Character and player.Character:FindFirstChild("HumanoidRootPart")
 local section=root and Rules.section(root.Position.Z,Config.Course.StartZ,Config.Course.SectionLengths) or 0
 recommendationStat.Text=section&gt;0 and ("⚑ Speed "..Config.RecommendedSpeeds[section].." advised") or ""
 cycle.Text=(phase=="Closed" and "🔒 Opens in " or phase=="Warning" and "⚠ Closes in " or "◷ Reset in ")..seconds.."s"
 cycle.TextColor3=phase=="Closed" and Color3.fromRGB(255,194,112) or phase=="Warning" and Color3.fromRGB(255,135,125) or Color3.fromRGB(211,232,198)
 trainButton.Text=active and "Stop training" or "Training help"
 local carrying=player:GetAttribute("CarryingEgg") or ""
 local state=carrying~="" and (player:GetAttribute("EggSafe") and "Secured · "..carrying or "STOLEN — escape first · Guardian "..math.floor(player:GetAttribute("GuardianGap") or 0).." studs") or ""
 notice.Visible=os.clock()&lt;noticeUntil or mode~=nil or carrying~=""
 notice.Text=os.clock()&lt;noticeUntil and localNotice or mode and "EDIT PREVIEW · Confirm to save / Cancel to leave unchanged" or state
end)
local stripes={}
for _,part in ipairs(world.Plots:GetDescendants()) do if part:IsA("BasePart") and part.Name:match("^BeltStripe") then stripes[part]=part.CFrame end end
Run.RenderStepped:Connect(function()
 for part,base in pairs(stripes) do part.CFrame=base*CFrame.new(0,0,(os.clock()*Config.TreadmillPace)%2) end
end)
-- Engine-native animation is server-started and replicated. A local procedural
-- fallback runs AFTER Animator evaluation for every visible trainee if loading fails.
local fallback={}
Run.PreSimulation:Connect(function()
 for _,owner in ipairs(Players:GetPlayers()) do
  local character=owner.Character;local h=character and character:FindFirstChildOfClass("Humanoid")
  local active=owner:GetAttribute("TrainingActive") and h
  local playing=false;local animator=h and h:FindFirstChildOfClass("Animator")
  if active and animator then for _,track in ipairs(animator:GetPlayingAnimationTracks()) do if track.IsPlaying and track.Name=="EggHuntTrainingRun" and track.Length&gt;0 and track.Priority==Enum.AnimationPriority.Action then playing=true end end end
  if playing and character then
   for joint in pairs(fallback) do if joint:IsDescendantOf(character) then joint.Transform=CFrame.new();fallback[joint]=nil end end
  end
  if active and not playing then
   local phase=os.clock()*10
   for _,joint in ipairs(character:GetDescendants()) do if joint:IsA("Motor6D") then
    local name=joint.Name;local side=name:find("Right") and 1 or -1;local swing=math.sin(phase)*side
    if name:find("Hip") or name:find("Shoulder") then
     fallback[joint]=true
     joint.Transform=name:find(" ") and CFrame.Angles(0,0,swing*.8) or CFrame.Angles(swing*.8,0,0)
    end
   end end
  end
 end
 for joint in pairs(fallback) do
  local character=joint.Parent and joint:FindFirstAncestorOfClass("Model")
  local owner=character and Players:GetPlayerFromCharacter(character)
  if not owner or not owner:GetAttribute("TrainingActive") then if joint.Parent then joint.Transform=CFrame.new() end;fallback[joint]=nil end
 end
end)
</ProtectedString>
          <bool name="Disabled">false</bool>
        </Properties>
      </Item>
      <Item class="LocalScript" referent="RBX000002C8">
        <Properties>
          <string name="Name">WallMovement</string>
          <ProtectedString name="Source">-- Predict solid wall contact and preserve tangential movement. Never teleport,
-- anchor, damage or ragdoll the player for touching a wall.
local Players=game:GetService("Players")
local RunService=game:GetService("RunService")
local Rules=require(game:GetService("ReplicatedStorage"):WaitForChild("GameplayRules"))
local player=Players.LocalPlayer
local world=workspace:WaitForChild("EggHuntLayout")
local names={SideWall=true,HubSideHedge=true,HubBackHedge=true,SafeShoulder=true,CourseEndWall=true,WallCoping=true,WallTopAccent=true,CourseBarrier=true}
local barriers={}
for _,part in ipairs(world:GetDescendants()) do if part:IsA("BasePart") and names[part.Name] then table.insert(barriers,part) end end
local params=RaycastParams.new();params.FilterType=Enum.RaycastFilterType.Include;params.FilterDescendantsInstances=barriers;params.RespectCanCollide=true
local contactNormal,verticalBefore,jumping
RunService.PreSimulation:Connect(function(dt)
    contactNormal=nil
    local character=player.Character
    local root=character and character:FindFirstChild("HumanoidRootPart")
    local h=character and character:FindFirstChildOfClass("Humanoid")
    if not root or not h or h.Health&lt;=0 then return end
    verticalBefore=root.AssemblyLinearVelocity.Y
    jumping=h.Jump or h:GetState()==Enum.HumanoidStateType.Jumping
    local direction=h.MoveDirection
    local flat=Vector3.new(direction.X,0,direction.Z)
    if flat.Magnitude&lt;.01 then return end
    local length=h.WalkSpeed*math.min(dt,.1)+2.2
    local forward=flat.Unit
    local side=Vector3.new(-forward.Z,0,forward.X)
    local nearest
    for _,offset in ipairs({0,-1,1}) do
        local hit=workspace:Raycast(root.Position+side*offset,forward*length,params)
        if hit and math.abs(hit.Normal.Y)&lt;.5 and (not nearest or hit.Distance&lt;nearest.Distance) then nearest=hit end
    end
    if not nearest then return end
    local n=Vector3.new(nearest.Normal.X,0,nearest.Normal.Z).Unit
    contactNormal=n
    local sx,sz=Rules.wallSlide(flat.X,flat.Z,n.X,n.Z)
    local slide=Vector3.new(sx,0,sz)
    if slide.Magnitude&lt;.08 then slide=Vector3.zero end
    -- PreSimulation follows the normal input controller, so remove only its
    -- component into the wall. Do not normalize and accelerate the slide.
    h:Move(slide,false)
end)
RunService.PostSimulation:Connect(function()
    if not contactNormal then return end
    local root=player.Character and player.Character:FindFirstChild("HumanoidRootPart")
    if not root then return end
    local velocity=root.AssemblyLinearVelocity
    local horizontal=Vector3.new(velocity.X,0,velocity.Z)
    local sx,sz=Rules.wallSlide(horizontal.X,horizontal.Z,contactNormal.X,contactNormal.Z)
    horizontal=Vector3.new(sx,0,sz)
    -- Remove a collision rebound; leave ordinary jumping/falling alone.
    local outward=horizontal:Dot(contactNormal)
    if outward&gt;4 then horizontal=horizontal-contactNormal*(outward-4) end
    local y=velocity.Y
    if not jumping and y&gt;math.max(verticalBefore or 0,0)+6 then y=math.max(verticalBefore or 0,0) end
    root.AssemblyLinearVelocity=Vector3.new(horizontal.X,y,horizontal.Z)
    root.AssemblyAngularVelocity=Vector3.zero
end)
</ProtectedString>
          <bool name="Disabled">false</bool>
        </Properties>
      </Item>
    </Item>
  </Item>
</roblox>