Roblox tick cooldown I’m currently having a hard time to understand it. I understand how debounces work, but the biggest problem is getting these debounces and checks to link up with the server. 5 Do what you prefer with the design (sliding cooldown, etc) So in my Spider-Man game I’m making a zip to point system. To make it a little more clear, you wouldn’t be able to move for a little while right after you stop moving. You should be able to activate more than one boost at the time. KeyCode. Whenever someone tries to use whatever has a cooldown, check if the current time - the start time is greater than the wait time. There are also upgrades that make the bricks spawn faster! Now, the max upgrade basically promises a player a brick-spawn-cooldown of 0! Using task. Name] then What I want to achieve is a cooldown meaning, I press Q, the attack happens, but when I press Q again I want the script to wait 3 seconds. Think of it as if tick() returned 1001, but x (an already registered time, could be when an ability was last used in order to check its cooldown) is 1201, i. os. Can someone help me please? local handle = tool:WaitForChild("Handle") local hitBox Basically, I have a tool. PlayerAdded:Connect(function(player) if not Developer Forum | Roblox Script Cooldown? Help and Feedback. When i’ve tried to test it, i saw that it works a bit strange: I’ve activated first one, it worked, then second Developer Forum | Roblox Raycast Ability Help! Help and Feedback. Name] = tick() 1 Like. 5 Best Blade Ball Scripts – Auto Parry and Auto Farm. It’s a hold-over from Roblox’s 30hz pipeline and has no guarantees about when (or if) it will begin executing the new thread. I want the remote event to fire only ONCE when I press “E” I also have the problem where when the remote event is SPAMMED, after the cooldown is done, it fires 3 Server executes the skill and tells the player to start cooldown and sends workspace:GetServerTimeNow() 4 Skill move info such as name / levelRequired / coolDown are held in ReplicatedStorage for both boundaries easy access so the client can visualize the cooldown. By Rafai. Heartbeat local duration = 5 local timeStarted = tick() local connection connection = heartbeat:Connect(function() if tick() - timeStarted > duration then -- Hello. local key = game:GetService("UserInputService") local Ability = game. What’s the best way of handling cooldowns? By storing them in a table, indexing by the player, and then if equal to the attack inside the table then don’t fire as a server check? Or would I be better off making a cooldown folder inside the character, an object that would store inside I need a way to get a unified time between server and client that has a higher resolution than 1 second for the purposes of syncing. hufeepufee123 (hufee) create. Copy the script code of your choice and paste it into your executor. I have problem with the cooldown stuff which makes me scrapped a lot of code or the entire script or project itself. rateOfFire -1/30 then - Hi there, i wanna ask about how to use cooldown that less than 0. I also wanted for my cooldown to display tenths of a decimal, but I used the “for i = etc. However, when I logged in & tested it again, the jump boost (JumpPower), isn’t working. OnServerEvent:Connect(function(player) if not tab[player. In my game, I use a main module that stores the data of all players that are currently in game, I was wondering if there is a way to make sort of a delay or cooldown that doesn’t completely exit the function but sort of delays the save so that they can’t just spam these kind of requests, or should I not worry about this at all? Here’s what I tried currently: local local button : TextButton = script. Thumbnail Artist: mqac on DiscordJoin my discord server: http Roblox is the ultimate virtual universe that lets you create, share experiences with friends, and be anything you can imagine. 01 its just be 0. e: rapidly replaying the same animation). 01 even if im make it to 0. 01, so i just realized that the cooldown cannot be used with 0. UserId] = true -- do whatever you want, but you might -- want to wrap it in a pcall In other words, the math you’re referring to (tick() - x > y) calculates how much time in seconds has passed since x time. MouseButton1Click:Connect(function() if next_allowed_time < tick() then return end -- tick() is like os. spawn is especially evil because it seems innocent at first, but once you have a lot of code that all uses spawn, you I’m mainly asking if something like this would end up slowing down my game and if there’s a more efficient way of keeping track time. Tool. But also do a server-side check to validate the action. Make sure your executor is compatible with Roblox’s current version. So far form my research, the only unified time between these two is os. So basically this script works to spawn a car when the user clicks the button in-game. I’m not sure if its an issue with the code or NPC or whatever. create(function() while task. If you also want to maybe make it a little neater and not start a new scope, you can use a guard clause. I’m trying to add to it once the player gets to the point they can press You can write your topic however you want, but you need to answer these questions: adding a cooldown to a command, with it returning only in seconds always showing up as 15. An example may look Tick () provides the time in seconds that has passed since 1st of January of 1970. . new(player, move, duration) local playerCooldowns = allCooldowns[player] or {} I’m using remote events for certain things that have a cooldown, but since you can’t always trust the client, I’m trying to have some additional cooldown checks on the server. Right now my cooldown system IN CLIENT: does :FireServer() and then waits 3 seconds until debounce is set back to false IN SERVER: connects with Returns how much time has elapsed, in seconds, since the UNIX epoch, on the current local session's computer. time(), but more precise. local UIS = game:GetService("UserInputService") local player = game. so if you can it would be cool if I’ve been making a combat system, I handle animation and hitbox on Client side and damage and effects (Poison, Paralyzed, etc). Block blah blah -- conditional statement to check the last time you ran this function -- if timeSinceLastBlock ~= nil and ( tick() - timeSinceLastBlock ) < BLOCK_COOLDOWN_TIME So, this wall running script I made was working really well. MouseButton1 and COOLDOWN <= tick() then COOLDOWN = tick() + ;-;im trying to make a super fast shooting turretn gear and ive spent 3 weeks perfecting da c pde but ihave some weirdo bugs that are really weird because lookinmg at the code this impossible bugs: wen you exhaust all ammunition, you fire an extra round after tool gets off coldown!? bugs: sometimes the camera lock doesnt stop when it supposed to i tried it all ok Ever needed an easy way to create and manage cooldowns for your remotes to prevent people spamming them? Well, I created this simple but powerful module that does all this work for you in < 5 lines of code, including the setup! Introducing CooldownCache So, what does it do? It’s important to add a cooldown system on important remotes you don’t want to spam, started scripting about a week ago, and I am trying to make a cool down whenever 5 seconds pass while the player is pressing a key and the player has to wait again to press it again, Heres the code block that i was trying to do and im not sure if im doing this right or not. The table will be used to store each player’s UserId and their associated remote cooldown. clock() will also return different results on both server and client. Parent local handle = tool:WaitForChild('Handle') local cooldown = 0. wait(0), however, will not achieve a near-instant spawn-rate. Inside the module are two folders, it will tell you what to do with the contents of the folder. UserId] then tab[player. local heartbeat = game:GetService("RunService"). Parent local RemoteFunction = Instance. Can anyone explain to me and help me Hello, so I am trying to add a “cooldown” to my script that applies if you click the npc but I dont know how to do it this is my code I think I could use debounce but I dont know how to use it right. Parent. LocalPlayer. 1 hour is 3600 seconds, and Tick() is the amount of seconds since 1970, so check fi the current tick is 3600 If anyone has ever watched Sleitnick’s How to rig a car tutorial series, you might notice his cooldown system. One of the issues I have is I don’t know how to add cooldowns/debounces to the client to prevent spam (i. Alternatively, you can use something called BindableEvents to How do i create an animation coooldown for when i click? I use this script: local Tool = script. Then set the last fired to the new tick()--client fired server event to fire their weapon local t = tick() if t >= self. Remotes) RemoteFunction. Always do the check on the client first for the sake of UX. 2 local COOLDOWN = 0 UserInputService. local Cooldown = tick() local IsParried = false local debounce = true -- enable it by default local cooldown = 0. 5 -- the amount of time to cooldown for input. RemoteEvent local tab = {} local cooldown = 4 remote. spvp1234 (KalaBander) September 1, 2024, 3:04am #4. I did not make this script, however I would like to edit it so that it has a cooldown. It looks like this, if titan. One then Ability:FireServer("Really red", 3) end end) Inside of FireServer I I’ve been wondering this for a while but I would like to know the best way to create the most effective server-sided cooldown that creates the least amount of lag since I heared. However, in my experience, when I try to make a cooldown in the server script remote event handler, the cooldown is set for everyone, not just for the specific player. Character if otherPart == character then local humanoid = Hello, so I made this dmg script and I’m trying to figure out the best way to make a deboune/cooldown that’ll include NPCS and players, I can make a debounce/cooldown for every player but I don’t know an effective way to make a debounce/cooldown for an NPC too, any ideas? heres the code effector = {} debris = game:GetService("Debris") effect = Im currently working on a tower defense game and ive noticed that using wait() for cooldown is a pretty bad option. huge end) (numDecimalPlaces or 0) . "f", num)) end function Timer(Table,Cooldown) local Time = tick() repeat wait() until roundNumber((tick() - Time),1) == Table[Cooldown] Table[Cooldown] = nil end local PlayersCooldown = {} function Cooldowns:AddCooldown(Player,Cooldown) if not PlayersCooldown[Player. I wanted to know if it was possible and how I could create sort of a 0. Hello everyone, I’m currently working on a script for a “Lucky Block” feature in my game, where players can receive a Lucky Block by a npc called “Emilia” by interacting with a ProximityPrompt. The Problem: I am using a I want to make an acceleration running system, accelerating was easy enough, but i’ve been struggling in the deceleration part, i want the player to slow down smoothly into idle once the player stops moving I’ve thought about making the player dash forward when they stop moving forward and slowly decrease the speed to give an illusion of deceleration, but its not Currently I am trying to make a cooldown system for a power up I am working on. 1) swinging = true end) end) I’m trying to create a sword that would only do damage (eventually) You can avoid needing to yield by using a function like tick() to store the time at which the function was last called, and if the time difference is below the treshold, do nothing. Ingame, the elapsed time returned is usually around 25,000. com Debounce Patterns. UserInputType == Enum. Thumbnail Artist: mqac on DiscordJoin my discord server: http Implementing a cooldown for each player is essential to avoid remote spamming, which could be exploited to make your game lag or even crash the server. Save that Tick() time to a datastore when they use it, then when they join, check if an hour has past. InputBegan:Connect(function(input) if input. Here’s the intended objective: When a command is entered, such as ‘/tryout 1md 6’, a UI should appear and repeat itself three times. Published on March 21, 2025. However, the remote event fires mutliple times. No but the problem is that its with the raycast Hello Guys, i have the problem that when the Player equips the weapon and uses it and after it requips it the cooldown is gone. I know how it’s different on the client than the server depending on the client’s time zone, but is it ALWAYS the same on all servers? If I save the last time a player left as the result of tick() when they leave, and reference it in a new server when they join (for a 20-second cooldown I currently have a system that uses CAS(Context Action Service) and implementing a way to create and manage cooldowns has been a problem. Activated:Connect (function () local To avoid causing excessive damage on initial contact, you can add a debounce system which enforces a cooldown period on damage through an instance attribute. Welcome to Doomspire Brickbattle Modded And No Cooldown By The Way watch out for The Floor Is LAVA ️ Make sure to and the game! Try to escape the Lava and the Volcano eruption! While challenging other player bases. For scripts with toggle options (like the farming Don't forget to leave a like, subscribe, and find out down below how you can support me further. Any way I could . wait(1) do if not (cooldown == 0) then cooldown -= 1 end end end) local function IsCooldownActive(): boolean return cooldown > 0 end local function ResetCooldown() cooldown = 0 end local function the cooldown is only for the performance of the client and server, cooldowns are also server sided, so dont worry for any security vulnerabilities, i was wondering if this is the correct way to do a renderstepped loop for sending a remote while mouse button 1 is down, and if there is a better way to script this. If it is, allow them to use it. PlayerAdded:Connect(function(player) playerDebounces[player] = -math. However an issue I’m facing is that the tick() values don’t match up to what should be happening in-game. Join millions of people and discover an infinite variety of immersive experiences created by a global community! I’m working on combat for my game and the server is handling mostly everything at the moment besides animations. If Tab[Char] ~= true then Tab[Char] = true wait(1) Tab[Char] = false end Causes memory leak causing delay on the server. KeyCode == Enum. With the amount of info going around this topic and lack of a clear answer I hope this thread will clear the air around how to, and how NOT to handle Cooldowns. So I need tips and steps to learn about cooldowns and stuff for skills and combos. 25 local swinging = false tool. What it is most used for is counting how many seconds I wanted to add a small cooldown so a player doesn’t take 3-10 steps per move. Then it tweens the characters HumanoidRootPart to that part. Would anyone know how to make this script make it so the Sus's Original Question Original question posted on the Roblox Developer Forum Create Accurate Cooldown Timers with the 'tick' Function. Hey gamers! If you’re struggling with Blade Ball or just want to enhance your gameplay, I’ve got you covered. 1) however I did some research and Here is an example of how you would use Tick to create a timer with a cooldown of 5 seconds: -- Create our timer . It actually provides quite a few uses. The module can be found here, and the API documentation is down below: Using these scripts is straightforward. I’ve tried disabling autorotate Then when the client tries to fire the server check if the new tick() is greater than the stored tick() plus the skill cooldown. when you press 1. How it works is once the player points their mouse at something and press R, it fires a remote event to the server and creates a new part. I have made a GUI but you can replace it if not up to standard. next_allowed_time = tick() + cooldown -- Action like a player attack would be here end) Yeah that’s kinda the way to do it. clock local cooldown = {} local allCooldowns = {} players. Animation. local last, cooldown = nil, 3 -- (seconds) local function doMyThing(): () if last and tick() - last < cooldown then return end last = tick() -- Do your thing. Cooldown then canProceed = true else canProceed = false end A similar method that tends to be more clean is to just set the value nil after a set amount of time like so: local remote = game. time(). Assuming this cooldown works on a per-player basis (which is the case if it’s in a tool), and it makes sense for your tool to wait that long before working again, this works well. roblox. maudraz (maudraz) February 17, 2024, 9:15pm #1. end I am trying to make a simple zombie like NPC that follows the player. Ex: Hello developers, recently i was making an boost system, for example when you step on a part and it gives you temporary speed boost (we will review it), and there im facing with this kind of problem. scripting, (tick()-LastFiredTick) < cooldown then --cannot fire return end after that , store the new tick LastFiredTick[plr. Destroy all local tool = script. (I checked this out but I don’t know how effective it is Better way i made a killbrick located on model(for npc) but want it to have a cooldown 3 sec ive tried adding a wait(3) every single line code local killbrick = script. Similar to a Maid, Cooldown intends to streamline development by keeping your debounce and You can also hook your own functions onto each Tick of the cooldown and the End of the cooldown. The tool has 3 attacks. local COOLDOWN_TIME = 0. Hello i wanted to create a timer but the problem is it’s very unacrurate the timer finishes just after you can use my ability but i want to it to finish at the same time that the cooldown stops for my ability i also tested the time but in Good way of making a dash action? - DevForum | Roblox Loading Hey DevForum! I’m currently working on a Battle Cats inspired game, and I added a countdown-esc cooldown UI to prevent spam when spawning units, as shown here. Please do not use spawn. InputBegan What is os. Script - Damage Player Simple non-yielding Roblox module for managing time between actions. Activated:Connect(onActivated) If you want to make it so it is only usable X amount of times per player, you could do this: local cooldowns = {} local In my game I have a combat script from a tutorial from Red Plys on youtube, the tutorial works good, moves hit and work and Ive added my own bits of code to it, my problem though is that originally there was no cooldown to the script, Ive tried editting in my own cooldown and it works decently, however my problem is that when the count gets set back to one, if you Developer Forum | Roblox Fixing character bouncing after hitting gound. Name = "ChangeVisibility" local An alternative to wait, but keeping the cooldown - Roblox Loading Check out Doomspire Brickbattle Modded [No CoolDown!]. cooldown = tick Situation: I am trying to make a simulator-like game, where you have to collect bricks. I’d suggest you use an actual cooldown instead like in this example: local COOLDOWN_TIME = 0. I want each player to have their own individual cooldown timer and only see their own cooldown, but I’m encountering an issue. The script was working perfectly so far with a wait (0. How does it work? I know the intention of that system is to prevent your character from sitting back if you touch the basepart but it seems too complicated to me. animations["LeftGrab"]) if os. I could be wrong, but Whenever the player tries to use it again, if tick() - LastUse is called in studio, it functions normally, returning the elapsed time, but not ingame. 660430030 or something with a decimal point and a ton of other numbers can’t really find anything to solve this handto UI with bindable events for a support system, integrated into I want to make a part where if you click it, the player who clicked it teleports to a certain area in the same game to a part that I would place somewhere. will store the time when you execute block local BLOCK_COOLDOWN_TIME = 3 module. What do you want to achieve? Keep it simple and clear! To fix an attack bug that can exploited in my monster AI What is the issue? Include screenshots / videos if possible! So I have created a monster AI that I am really happy with. If I instead set the In my game right now there is a glitch/bug where if you switch between two guns fast enough they will sort of bug together and make a very overpowered gun. Parent killbrick. How do I make that work? Also, is it possible to make the click have some sort of cooldown? For instance the player can click it once every 60 seconds or so Cooldown/debounce help. I’ve proven is there way that i can add Cooldown in RunService if it’s is so please help me how i can do it i just want to know how i can add cooldown with runservice I have a general idea and understanding of what tick() does and how to use it. After attack1 it goes to attack2 then attack3 However, if you take too long it will reset back to the first attack. Extra details about the images below: Cooldown: The debounce which I was talking about earlier, this is fine Current Time: The value of tick() at that moment Here’s the relevant code. arms[1] > local cooldown: number = 0 local cooldownTime: number = 5 --set to cooldown you want local cooldownCoroutine = coroutine. Basically, make the client believe he/she is performing the action, but don’t actually perform the action on any data until the server can verify it. What I have tried (and how my attempts failed): Using So I saw this post and try the code and it work but I want to make have a duration like this bar : when it runs out like this : the player will be back visible here’s the full code : Server : local tool = script. Example code: local now = tick() if now - Data. Ability key. I would like to add a “cool-down”, as users can spam click the button and multiple cars will instantly spawn, lagging the game server. PlayerRemoving:Connect(function(player) allCooldowns[player] = nil end) function cooldown. Both of these snippets are identical in the scripts of both tools; the MaxCooldown value is a fixed number while Cooldown is based on tick(). It’s supposed to give the player a jump boost as soon as the player stopped wall running. I used tick() to try and approach this problem. time, IntVals), they usually turn out to just yield the entire script + make every ability wait until the cooldown is finished This is a very effective way of implementing a cooldown. The Issue is I have 2 Userinput Events, InputBegain and InputEnded, if I add a debounce say to InputBegain the Inputended Event Still fires. Its extremely unprecise. It’s one of the millions of unique, user-generated 3D experiences created on Roblox. LastTick > Data. I was wondering if there were any other ways to make cooldown that dont use wait()? Thanks! Is it possible to make it so you cannot click to move while you’re already moving? On top of that, I also want a cooldown for the click to move that lasts the same amount of time it took to reach your destination from where you were standing before. I tried to add debounces to both event functions, and I also tried to make separate local players = game:GetService('Players') local pairs = pairs local os_clock = os. Client A simple cooldown indicator that is easy to use. The event is in a script in ServerScriptService which loads the animation, sound, EDIT (2020-08-12): This post gets a lot of attention. UserInputType. What is the issue? Include screenshots / videos if possible! The code should work but the humanoid. 5 cooldown between switching tools so that this isn’t possible. script. local playerTable = {} -- create an empty table to store an index for everyone in local someRemoteEvent = game. clock, and what even is os? So, i want to set a cooldown when you click a UI button, for example, 2 seconds. disabledStates. So basically a grapple hook in a way. Therefore, we’re going to set up a server-side cooldown using a table and tick(). I have made a remoteEvent that is activated inside starterCharacterScripts. An example is below. lastFired + 1/self. 00000001 may you wondering why i wanna use cooldown 0. In fact, it works perfectly fine in studio. new("RemoteFunction", game. tick() will return different results depending on timezone, so that’s out for this purpose. Activated:Connect(function() handle. You can change the color of the text, the speed of the bar, and the name of the move, and it requires a player variable to be used. How i do that? Sorry by keeping this thread very simple :+1: Thanks for responding :slight_smile: So, i want to set a cooldown when you click a UI button, for example, 2 seconds. The issue is, whenever i try and use a solution (Coroutine, RemoteEvents, tick(), os. arms[1] then --true titan:StopAnimation(titan. 00000001 its because i wanna having fun with roblox studio and try make a simple bruteforce simulation here is the code Don't forget to leave a like, subscribe, and find out down below how you can support me further. Help and Feedback. e. But if cooldowns[player] and cooldowns[player] > tick() then print(“Cooldown not ready”) return end cooldowns[player] = tick() + cooldownTime print(“Activated”) end. I tried going back to the previous versions, but nothing worked. Of course, you would have to keep up with players joining and removing with this table, and then it would get messy, but it can be done: local playerDebounces = {} Players. The UNIX epoch is represented by the date January 1st, 1970. How i do that? Sorry by keeping this thread very simple 👍 Thanks for responding 🙂 Hello! I’ve been making a simple script where if a certain button is pressed, a remote event will fire. clock() - titan. , tick() - x equals to 200 (200 seconds have passed between x (old registered time) and I’m facing challenges within a codebase while trying to integrate a cooldown period while also executing the rest of the code simultaneously. ” for the number countdown, which doesn’t really pair well with decimals from what I know of. Parent local cooldown = 5 local next_allowed_time = 0 button. The only problem is that I’ve found you can avoid it from attacking you by standing still which I can see this being something players can Basically whenever a player wants to spam switch items with the inventory system I want to make it where there is a cooldown for that so lets say a player has a Scar and an AK or whatever I want a cooldown where if a player switches from a scar to AK he has to wait like a second or however long I can set it too before he can switch back to a It would be easier to make a cooldown using tick() or time(), as they would be more accurate, and will not require you to depend on wait. I have an Object-Oriented Entity module which has states that have cooldowns. InputBegan:Connect(function(key, typing) -- define the second parameter for UserInputService. takedamage lines seems to play every tik before the cooldown turns off. RemoteEvent-- an example event local cooldownTime = 4 -- used 4 seconds as an example game. 35 local lastFireTime = 0 local I’m going to try and keep this as simple and short as possible, just as a small question. Also the Player can spam the attacks but i want that the player can only use the attacks one time per loop because its a combat system ( visible in the code ). Do I just let the client handle cooldown as well or should the server pass the cooldown? This is my local TimeSinceFPress = tick() local Cooldown = 5 function canUse() if TimeSinceFPress >= Cooldown then CanUseRightNow = true else CanUseRightNow = false end return CanUseRightNow end``` Miserable_Haven (AMiserable_Man) October 30, 2023, 9:03pm I have a skill GUI that displays usable skills by pressing a key on the keyboard or an image button on-screen (for mobile users). Scripting Support. Touched:Connect(function(hit) if swinging then print(hit) swinging = false end wait(0. The cooldown is visualized through the tool icons in the custom backpack GUI. However, I want to prevent a new UI activation for 30 seconds after the initial command, even You could use a table of debounces for each player using the remote event/function. Players. LocalPlayer Introduction I often see questions and problems regarding syncing cooldowns for the Server and the Client because developers want to achieve the most crisp and responsive gameplay in their experiences. About every 1 time I click “E” it fires around 11 times. ReplicatedStorage. Please help! local Speed = 2500 local Gravity = 25 local JumpPower = 70 What do you want to achieve? Keep it simple and clear! To make an attack function so that my Enemy AI attacks only one every 2 seconds if in proximity of the the player. local cooldown = 0 --Keep track of last used time local timeToWait = 10 --Seconds to wait before re-activating local function useAbility() cooldown = tick() --Resets cooldown end local function isAvailable() return tick()-cooldown >= local RunService = game:GetService("RunService") or game:FindFirstDescendant("RunService") local Players = game:GetService("Players") or game:FindFirstDescendant("Players") local VirtualInputManager = game:GetService("VirtualInputManager") or i’d rather like to use tick as its more reliable imo. Touched:Connect(function(otherPart) local character = game. I’ve read somewhere that it adds a few miliseconds and is almost always not accurate. disabledLogs. I have a local script in StarterCharcterScripts that listens for a button to be pressed and fires an event on the server and controls the cooldown of the event. I implemented a slide mechanic, but whenever a player presses slide as soon as they jump and they land, the character seems to shake, any way around this? = true self. I currently just check every single tick, if the state is enabled, and if its been longer than said cooldown to disable that state. The NPC is able to follow and attack the player perfectly fine, but in the middle of moving the NPC will sometimes snap and look in a different direction for a split second before moving back to normal. I’m assuming the way this would work would be to detect tool switching and Thank you, this fixed the issue! I ended up recoding the part where it sets the text because it counted the opposite way I wanted it to, but you did help me! Home » Roblox Scripts » 5 Best Blade Ball Scripts – Auto Parry and Auto Farm. If you want to learn more, you can read this brief article. local Animation = Tool. rcwhbk phhkqy nfb hkgwaa vtgbd wiy utc hnfsrf agismzfb irdvkt sninvuj uffnrjy fdt eax ffrnr