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- ocal Me = Game.Players.yfc
- local char = Me.Character
- local Torso = char.Torso
- local Rarm = char["Right Arm"]
- local Larm = char["Left Arm"]
- local Lleg = char["Left Leg"]
- local left1 = 50
- local left2 = 50
- Attkin = false
- pcall(function() char[":P"]:remove() end)
- pcall(function() char["Parts"]:remove() end)
- for i,v in pairs(char:children()) do
- if v.className == "Hat" then
- v:remove()
- end
- end
- --funcs--
- function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form)
- part.Parent = parent
- part.formFactor = form
- part.CanCollide = collide
- part.Transparency = tran
- part.Reflectance = ref
- part.Size = Vector3.new(x,y,z)
- part.BrickColor = BrickColor.new(color)
- part.TopSurface = 0
- part.BottomSurface = 0
- part.Anchored = anchor
- part.Locked = true
- part:BreakJoints()
- end
- function mesh(mesh, parent, x, y, z, type)
- mesh.Parent = parent
- mesh.Scale = Vector3.new(x, y, z)
- mesh.MeshType = type
- end
- function meshb(mesh, parent, x, y, z, b)
- mesh.Parent = parent
- mesh.Scale = Vector3.new(x, y, z)
- mesh.Bevel = b
- end
- function meshc(mesh, parent, x, y, z)
- mesh.Parent = parent
- mesh.Scale = Vector3.new(x, y, z)
- end
- function wel(weld, x, y, z, parent, part, parta, xx, yy, zz)
- local wel = weld
- wel.Parent = parent
- wel.Part0 = part
- wel.Part1 = parta
- wel.C1 = CFrame.new(x, y, z) * CFrame.Angles(xx, yy, zz)
- end
- --**>[[parts]]<**--
- local parts = Instance.new("Model")
- parts.Parent = char
- parts.Name = "Parts"
- --**<<*>>start<<*>>**--
- --*right*--
- local handle = Instance.new("Part")
- prop(handle, parts, false, 0.5, 0, 0.5, 0.5, 1, "White", false, "Custom")
- local handlem = Instance.new("BlockMesh")
- meshb(handlem, handle, 1, 1, 1, 0.05)
- local handlew = Instance.new("Weld")
- wel(handlew, 0.75, 0.75, 0, handle, handle, char["Right Leg"], 0, 0, 0)
- local handleb = Instance.new("Part")
- prop(handleb, parts, false, 0, 0, 0.4, 0.4, 0.8, "Bright green", false, "Custom")
- local handlebm = Instance.new("BlockMesh")
- meshb(handlebm, handleb, 1, 1, 1, 0.05)
- local handlebw = Instance.new("Weld")
- wel(handlebw, 0, 0, 0, handleb, handleb, handle, 0, 0, 0)
- --*left*--
- local handlec = Instance.new("Part")
- prop(handlec, parts, false, 0.5, 0, 0.5, 0.5, 1, "White", false, "Custom")
- local handlecm = Instance.new("BlockMesh")
- meshb(handlecm, handlec, 1, 1, 1, 0.05)
- local handlecw = Instance.new("Weld")
- wel(handlecw, -0.75, 0.75, 0, handlec, handlec, char["Left Leg"], 0, 0, 0)
- local handled = Instance.new("Part")
- prop(handled, parts, false, 0, 0, 0.4, 0.4, 0.8, "Bright green", false, "Custom")
- local handledm = Instance.new("BlockMesh")
- meshb(handledm, handled, 1, 1, 1, 0.05)
- local handledw = Instance.new("Weld")
- wel(handledw, 0, 0, 0, handled, handled, handlec, 0, 0, 0)
- if script.Parent.className ~= "HopperBin" then
- local h = Instance.new("HopperBin", Me.Backpack)
- h.Name = "coke"
- script.Parent = h
- end
- local bin = script.Parent
- local Model = Instance.new("Model",char)
- Model.Name = ":P"
- local RAB = Instance.new("Part") -- Right Arm Brick
- RAB.formFactor = "Custom"
- RAB.Size = Vector3.new(0.2, 0.2, 0.2)
- RAB.Transparency = 1
- RAB.Parent = Model
- RAB:BreakJoints()
- local RABW = Instance.new("Weld",RAB) -- Right Arm Brick Weld
- RABW.Part0 = Torso
- RABW.Part1 = RAB
- RABW.C1 = CFrame.new(-1.5, -0.5, 0)
- local LAB = Instance.new("Part") -- Right Arm Brick
- LAB.formFactor = "Custom"
- LAB.Size = Vector3.new(0.2, 0.2, 0.2)
- LAB.Transparency = 1
- LAB.Parent = Model
- LAB:BreakJoints()
- local LABW = Instance.new("Weld",LAB) -- Left Arm Brick Weld
- LABW.Part0 = Torso
- LABW.Part1 = LAB
- LABW.C1 = CFrame.new(1.5, -0.5, 0)
- local RAW = Instance.new("Weld",RAB) -- Right Arm Weld
- RAW.Part0 = RAB
- RAW.Part1 = nil
- RAW.C1 = CFrame.new(0, 0.5, 0)
- local LAW = Instance.new("Weld",LAB) -- Left Arm Weld
- LAW.Part0 = LAB
- LAW.Part1 = nil
- LAW.C1 = CFrame.new(0, 0.5, 0)
- --**>[[anims]]<**--
- function onSelected(mouse)
- RAW.Part1 = Rarm
- LAW.Part1 = Larm
- LAW.C1 = CFrame.new(0,0.5,0) * CFrame.Angles(0,0,0)
- handlecw.Part1 = Larm
- handlew.Part1 = Rarm
- handlecw.C1 = CFrame.new(0.25,-1.25,0) * CFrame.Angles(0,0,0)
- handlew.C1 = CFrame.new(-0.25,-1.25,0) * CFrame.Angles(0,0,0)
- for i = 0, 1, 0.1 do
- RAW.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0*i), math.rad(0*i), math.rad(0*i))
- LAW.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(math.rad(0*i), math.rad(0*i), math.rad(0*i))
- wait()
- end
- mouse.Button1Down:connect(function()
- if Attkin == false and left1 > 0 then
- Attkin = true
- for i = 0, 1, 0.1 do
- RAW.C0 = CFrame.Angles(math.rad(55*i), math.rad(-55*i), math.rad(-60*i))
- wait()
- end
- for i = 0, 1, 0.1 do
- RAW.C0 = CFrame.Angles(math.rad(55-55*i), math.rad(-55+55*i), math.rad(-60+60*i))
- wait()
- end
- left1 = left1 - 1
- char.Humanoid.MaxHealth = char.Humanoid.MaxHealth + 15
- char.Humanoid.Health = char.Humanoid.Health + 15
- handlebm.Scale = handlebm.Scale - Vector3.new(0.02, 0.02, 0.02)
- Attkin = false
- end
- end)
- mouse.KeyDown:connect(function(key)
- if key == "q" and Attkin == false then
- if Attkin == false then
- Attkin = true
- if left1 == 0 and left2 > 0 then
- for i = 0, 1, 0.1 do
- LAW.C0 = CFrame.Angles(math.rad(55*i), math.rad(55*i), math.rad(60*i))
- wait()
- end
- for i = 0, 1, 0.1 do
- LAW.C0 = CFrame.Angles(math.rad(55-55*i), math.rad(55-55*i), math.rad(60-60*i))
- wait()
- end
- end
- left2 = left2 - 1
- handledm.Scale = handledm.Scale - Vector3.new(0.02, 0.02, 0.02)
- Attkin = false
- end
- end
- end)
- end
- function onDesel(mouse)
- handlew.Part1 = char["Right Leg"]
- LAW.C1 = CFrame.new(0,0.5,0) * CFrame.Angles(0,0,0)
- handlew.C1 = CFrame.new(0.75, 0.75, 0) * CFrame.Angles(0, 0, 0)
- handlecw.Part1 = char["Left Leg"]
- LAW.C1 = CFrame.new(0,0.5,0) * CFrame.Angles(0,0,0)
- handlecw.C1 = CFrame.new(-0.75, 0.75, 0) * CFrame.Angles(0, 0, 0)
- RAW.Part1 = nil
- LAW.Part1 = nil
- end
- bin.Selected:connect(onSelected)
- bin.Deselected:connect(onDesel)
- while true do
- if left1 == 0 then
- handleb.Transparency = 1
- end
- if left2 == 0 then
- handled.Transparency = 1
- end
- wait()
- end
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