I need help trying to make the refill speed a bit more quicker so that it doesnt take so long to refill

db = false

Tool = script.Parent
Handle = Tool:WaitForChild(“Handle”)
Light = Tool:WaitForChild(“Light”)

Players = game:GetService(“Players”)

CurrentFuel = Tool:WaitForChild(“CurrentFuel”)
FuelGui = Tool:WaitForChild(“FuelGui”)

EngineFail = Handle:WaitForChild(“EngineFail”)
InitialThrust = Handle:WaitForChild(“InitialThrust”)
LowFuelWarning = Handle:WaitForChild(“LowFuelWarning”)
ThrustingAnim = Handle:WaitForChild(“Thrusting”)

CurrentCamera = game:GetService(“Workspace”).CurrentCamera

Mass = 0
EqualizingForce = 236 / 1.2 – amount of force required to levitate a mass
Gravity = 0.80 – things float at > 1

MaxFuel = 1551

Fuel = CurrentFuel.Value
Gui = nil
JetPack = nil
Equip = false
Thrusting = false
isJumping = false
isFalling = false
Regen = false
isMoving = false
local movement = {forward = 0, backward = 0, right = 0, left = 0}

Force = Instance.new(“BodyVelocity”)
Force.maxForce = Vector3.new(1, 1, 1)*10^6
Force.P = 10^4
–Force.velocity = Vector3.new(0, 0, 0)

BodyGyro = Instance.new(“BodyGyro”)
–BodyGyro.P = 20000
–BodyGyro.D = 8000
–BodyGyro.maxTorque = Vector3.new(BodyGyro.P, BodyGyro.P, BodyGyro.P)
BodyGyro.maxTorque = Vector3.new(1, 1, 1)*10^6;
BodyGyro.D = 500;
BodyGyro.P = 10^4

function UpdateGui()
if Gui then
local Frame = Gui:FindFirstChild(“Frame”)
if Frame then
Frame.Size = UDim2.new(0, 32, 0.45 * (CurrentFuel.Value / MaxFuel), 0)

	end
end 

end

local function onUpdate(dt)
if (Thrusting) then
local cf = CurrentCamera.CFrame;
local direction = cf.rightVector*(movement.right - movement.left) + cf.lookVector*(movement.forward - movement.backward);

	if (direction:Dot(direction) > 0) then
		direction = direction.unit;
	end

	BodyGyro.CFrame = isMoving and cf or BodyGyro.CFrame;
	Force.Velocity = direction * Humanoid.WalkSpeed * 1.125;
end

end

function Thrust()
if Fuel > 0 then
Thrusting = true
Force.Parent = Torso
LeftSmoke.Enabled = true
RightSmoke.Enabled = true
InitialThrust:Play()
BodyGyro.Parent = Torso
Character.Animate.Disabled = true
Humanoid.WalkSpeed = 36
lastAnim = StandStill;
lastAnim:Play();
while Thrusting do
local direction = CurrentCamera.CFrame.rightVector*(movement.right - movement.left) + CurrentCamera.CFrame.lookVector*(movement.forward - movement.backward)
if (direction:Dot(direction) > 0) then
direction = direction.unit
end
BodyGyro.CFrame = isMoving and CurrentCamera.CFrame or BodyGyro.CFrame
Force.Velocity = direction * Humanoid.WalkSpeed * 1.125
Fuel = Fuel - 1
CurrentFuel.Value = Fuel
if Fuel <= 0 then
EngineFail:Play()
CutEngine()
end
UpdateGui()
wait()
if ThrustingAnim.IsPlaying == false then
ThrustingAnim:Play()
end
if Fuel/MaxFuel <= 0.1666666666666667 then
if LowFuelWarning.IsPlaying == false then
LowFuelWarning:Play()
end
end
end
Humanoid.WalkSpeed = 16
ThrustingAnim:Stop()
LowFuelWarning:Stop()
end
end

function CutEngine()
Thrusting = false
LeftSmoke.Enabled = false
RightSmoke.Enabled = false
Force.velocity = Vector3.new(0, 0, 0)
Force.Parent = nil
BodyGyro.Parent = nil
lastAnim:Stop()
Character.Animate.Disabled = false
end

function RecursiveGetLift(Parent)
local TotalMass = 0
for i, v in pairs(Parent:GetChildren()) do
if v:IsA(“BasePart”) then
if Head and Head.Parent and (v.Position - Head.Position).magnitude < 10 then
TotalMass = TotalMass + (v:GetMass() * EqualizingForce * 1)
else
TotalMass = TotalMass + (v:GetMass() * EqualizingForce * Gravity)
end
end
TotalMass = TotalMass + RecursiveGetLift(v)
end
return TotalMass
end

function RegenFuel()
while Regen do
if Fuel < MaxFuel then
Fuel = Fuel + 1
CurrentFuel.Value = Fuel
UpdateGui()
end
wait(0.2)
end
end

function ClickStartEnd()
if Equip == true then
if Thrusting == false then
Thrust()
else
EngineFail:Play()
CutEngine()
end
end
end

function JumpStartEnd()
if Equip == true then
if db == false then
if Thrusting == false then
Thrust()
else
EngineFail:Play()
CutEngine()
end
db = true
wait(1)
db = false
end
end
end

function EquipJetPack()

JetPack = Handle:clone()
JetPack.CanCollide = false
JetPack.Name = "JetPack"


Handle.Transparency = 1

local Weld = Instance.new("Weld")
Weld.Part0 = JetPack
Weld.Part1 = Torso
Weld.C0 = CFrame.new(Vector3.new(0, 0, -0.808)) * CFrame.Angles(0, 0, 0)
Weld.Parent = JetPack

LeftSmoke = JetPack.Fire1.Particle
RightSmoke = JetPack.Fire2.Particle

JetPack.Parent = Character

end

function movementBind(actionName, inputState, inputObject)
if (inputState == Enum.UserInputState.Begin) then
movement[actionName] = 1
elseif (inputState == Enum.UserInputState.End) then
movement[actionName] = 0
end
if (Thrusting) then
isMoving = movement.right + movement.left + movement.forward + movement.backward > 0
local nextAnim = isMoving and Moving or StandStill
if (nextAnim ~= lastAnim) then
lastAnim:Stop()
lastAnim = nextAnim;
lastAnim:Play()
end
end

return Enum.ContextActionResult.Pass;

end

function Equipped(Mouse)
Equip = true
Character = Tool.Parent
local Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild(“Humanoid”)
StandStill = Humanoid:LoadAnimation(Tool:WaitForChild(“StandStill”))
Moving = Humanoid:LoadAnimation(Tool:WaitForChild(“Moving”))
lastAnim = StandStill
Head = Character:FindFirstChild(“Head”)
Torso = Character:FindFirstChild(“UpperTorso”)
if not Player or not Humanoid or Humanoid.Health == 0 or not Head or not Torso then
return
end
wait()
EquipJetPack()
Mass = RecursiveGetLift(Character)
game:GetService(“UserInputService”).JumpRequest:Connect(ClickStartEnd)
Mouse.Button1Down:connect(ClickStartEnd)
Gui = FuelGui:Clone()
UpdateGui()
Gui.Parent = Player:FindFirstChild(“PlayerGui”)
Regen = true
RegenFuel()
end

function Unequipped()
Equip = false
Regen = false
if Force and Force.Parent then
Force.Parent = nil
end
if BodyGyro and BodyGyro.Parent then
BodyGyro.Parent = nil
end
lastAnim:Stop()
Character.Animate.Disabled = false
if Gui and Gui.Parent then
Gui:Destroy()
end
if JetPack and JetPack.Parent then
JetPack:Destroy()
end
Handle.Transparency = 0
Thrusting = false
isJumping = false
isFalling = false
isMoving = false
end

Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
game:GetService(“ContextActionService”):BindAction(“forward”, movementBind, false, Enum.PlayerActions.CharacterForward)
game:GetService(“ContextActionService”):BindAction(“backward”, movementBind, false, Enum.PlayerActions.CharacterBackward)
game:GetService(“ContextActionService”):BindAction(“left”, movementBind, false, Enum.PlayerActions.CharacterLeft)
game:GetService(“ContextActionService”):BindAction(“right”, movementBind, false, Enum.PlayerActions.CharacterRight)

game:GetService(“RunService”).RenderStepped:Connect(onUpdate)

You can add a wait() instead of a 0.2.

--Before
function RegenFuel()
while Regen do
if Fuel < MaxFuel then
Fuel = Fuel + 1
CurrentFuel.Value = Fuel
UpdateGui()
end
wait(0.2)
end
end

--After
function RegenFuel()
while Regen do
if Fuel < MaxFuel then
Fuel = Fuel + 1
CurrentFuel.Value = Fuel
UpdateGui()
end
wait()
end
end