Hello, so what i'm trying to do is make a core thing, and if the health drops low enough it slows down at certain stages. So here is the code, but when I run it, I don't get errors but it just doesn't seem to work.


Health = script.Parent.Health.Value
Cake = 1

repeat
	wait()
	
	if Health < 75 and Health >= 50 then
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0.8,0.8,0)		
		script.Parent.Ring2.BodyAngularVelocity.AngularVelocity = Vector3.new(1,1,0)		
		script.Parent.Ring3.BodyAngularVelocity.AngularVelocity = Vector3.new(1.2,1.2,0)
		print("Minimal Damage")
	elseif Health < 50 and Health >= 25 then
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0.6,0.6,0)
		script.Parent.Ring2.BodyAngularVelocity.AngularVelocity = Vector3.new(0.8,0.8,0)
		script.Parent.Ring3.BodyAngularVelocity.AngularVelocity = Vector3.new(1,1,0)
		print("Median Damage")
	elseif Health < 25 and Health > 0 then
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0.4,0.4,0)		
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0.6,0.6,0)		
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0.8,0.8,0)
		print("Maximum Damage")		
	elseif Health == 0 then
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0,0,0)		
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0,0,0)		
		script.Parent.Ring1.BodyAngularVelocity.AngularVelocity = Vector3.new(0,0,0)
		script.Parent.Core.BrickColor = BrickColor.new("Really red")
		print("Core Powering Down...Too Much Damage")		
	end
	
	
until Cake < 1