--ai mcp script btw (i no have token now) local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local StaminaFolder = ReplicatedStorage:WaitForChild("Assets") :WaitForChild("Values") :WaitForChild("Stamina") local StaminaVal = StaminaFolder:WaitForChild("Stamina") local MaxStamina = StaminaFolder:WaitForChild("Max_Stamina") local DrainRate = StaminaFolder:WaitForChild("DrainRate") local SlideDrain = StaminaFolder:FindFirstChild("SlideDrainRate") local Exhausted = StaminaFolder:FindFirstChild("Exhausted") -- Zero all drain rates immediately DrainRate.Value = -100 if SlideDrain then SlideDrain.Value = -100 end -- Keep drain rates at 0 if anything tries to change them DrainRate.Changed:Connect(function(v) if v ~= -100 then DrainRate.Value = -100 end end) if SlideDrain then SlideDrain.Changed:Connect(function(v) if v ~= -100 then SlideDrain.Value = -100 end end) end MaxStamina.Value = 10000000000000 -- Highest-priority render step: runs AFTER SprintHandler, always wins RunService:BindToRenderStep("InfStamina", Enum.RenderPriority.Last.Value + 1, function() local max = MaxStamina.Value if StaminaVal.Value < max then StaminaVal.Value = max end if Exhausted and Exhausted.Value then Exhausted.Value = false end end) local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() char:FindFirstChildOfClass("Humanoid").Health = 0 print("[InfStamina v1] ACTIVE - BindToRenderStep Last priority")