local assets = {     Asset("ANIM", "anim/InfinityEdge.zip"),     Asset("ANIM", "anim/swap_InfinityEdge.zip"), }  local function onequip(inst, owner)     if owner:HasTag("tryndamere") then         owner.critical = TUNING.INFINITYEDGE_CRITICAL         owner.criticalmult = TUNING.INFINITYEDGE_CRITICALMULT     end     owner.AnimState:OverrideSymbol("swap_object", "swap_InfinityEdge", "InfinityEdge")     owner.AnimState:Show("ARM_carry")     owner.AnimState:Hide("ARM_normal") end  local function onunequip(inst, owner)     if owner:HasTag("tryndamere") then         owner.critical = 0         owner.criticalmult = 1     end     owner.AnimState:Hide("ARM_carry")     owner.AnimState:Show("ARM_normal") end  local function fn()     local inst = CreateEntity()      inst.entity:AddTransform()     inst.entity:AddAnimState()     inst.entity:AddNetwork()      MakeInventoryPhysics(inst)      inst.AnimState:SetBank("InfinityEdge")     inst.AnimState:SetBuild("InfinityEdge")     inst.AnimState:PlayAnimation("idle_90s")      inst.entity:SetPristine()      if not TheWorld.ismastersim then         return inst     end      inst:AddComponent("weapon")     inst.components.weapon:SetDamage(TUNING.INFINITYEDGE_DAMAGE)      inst:AddComponent("inspectable")      inst:AddComponent("inventoryitem")     inst.components.inventoryitem.atlasname = "images/inventoryimages/InfinityEdge.xml"     inst.components.inventoryitem.imagename = "InfinityEdge"      inst:AddComponent("equippable")     inst.components.equippable:SetOnEquip(onequip)     inst.components.equippable:SetOnUnequip(onunequip)      MakeHauntableLaunch(inst)      return inst end  return Prefab( "infinityedge", fn, assets) 