local me = game:service("Players").LocalPlayer local char = me.Character local Modelname = "LemonadeModel" local Toolname = "Lemonade" script.Name = "bin" if char:FindFirstChild(Modelname) then char[Modelname].Parent = nil end for _, v in pairs(me.Backpack:GetChildren()) do if v:FindFirstChild("tooltype") then if v.tooltype.Value == Toolname then v.Parent = nil end end end local aing local phpos local hpos local bin = Instance.new("HopperBin", me.Backpack) bin.Name = Toolname local tooltype = Instance.new("StringValue", bin) tooltype.Name = "tooltype" tooltype.Value = Toolname script.Parent = bin local able = true local sable1 = true local surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} if char:FindFirstChild("Torso") and char:FindFirstChild("Right Arm") and char:FindFirstChild("Left Arm") then else script:remove() end torso = char.Torso neck = torso.Neck human = char.Humanoid Rarm = char["Right Arm"] Larm = char["Left Arm"] local Sounds = { drink = Instance.new("Sound"), swing = Instance.new("Sound"), hitsound = Instance.new("Sound") } Sounds["drink"].SoundId = "http://www.roblox.com/asset/?id=10722059" Sounds["drink"].Volume = 1 Sounds["swing"].SoundId = "http://www.roblox.com/asset/?id=10209645" Sounds["swing"].Volume = 1 Sounds["hitsound"].SoundId = "http://www.roblox.com/asset/?id=10209590" Sounds["hitsound"].Volume = 0.5 function PlaySound(soundname, pitch) Sounds[soundname].Parent = handle Sounds[soundname].Pitch = pitch Sounds[soundname]:Play() local oldsound = Sounds[soundname] coroutine.resume(coroutine.create(function() wait(4) oldsound:Destroy() end)) Sounds[soundname] = Sounds[soundname]:clone() end function Weld(p0, p1, x, y, z, a, b, c) local w = Instance.new("Weld") w.Parent = p0 w.Part0 = p0 w.Part1 = p1 w.C1 = CFrame.new(x, y, z) * CFrame.Angles(a, b, c) return w end function Part(parent, anchor, collide, tran, ref, color, x, y, z, Break, lifetime) local p = Instance.new("Part") p.formFactor = "Custom" p.Anchored = anchor p.CanCollide = collide p.Transparency = tran p.Reflectance = ref p.BrickColor = BrickColor.new(color) for _, Surf in pairs(surfaces) do p[Surf] = "Smooth" end p.Size = Vector3.new(x, y, z) if Break then p:BreakJoints() else p:MakeJoints() end p.Parent = parent p.Locked = true if lifetime then game:GetService("Debris"):AddItem(p, lifetime) end return p end function getHum(c) local h = nil for i,v in pairs(c:GetChildren()) do if v:IsA("Humanoid") and c ~= char then if v.Health > 0 then h = v end end end return h end function Heal(hum) coroutine.resume(coroutine.create(function() hum:TakeDamage(-20) end)) end function CreateModel() if char:FindFirstChild(Modelname) then char[Modelname].Parent = nil end Mo = Instance.new("Model") Mo.Name = Modelname RABrick = Part(Mo, false, false, 1, 0, tostring(Rarm.BrickColor), 1, 2, 1, true) LABrick = Part(Mo, false, false, 1, 0, tostring(Larm.BrickColor), 1, 2, 1, true) RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) gripBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) gripBrick2 = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true) Weld(Rarm, gripBrick, 0, 1, 0, 0, 0, 0) Weld(Larm, gripBrick2, 0, 1, 0, 0, 0, 0) RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0) LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0) RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0) LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0) TH = Weld(torso, nil, -1, 0.6, 0.7, 0, 0, 0) RABW2 = Weld(RABrick, nil, 0.2, 1.2, 0, math.rad(-90), math.rad(-30), 0) LABW2 = Weld(LABrick, nil, -0.2, 1.2, 0, math.rad(-90), math.rad(30), 0) RLBW2 = Weld(RLBrick, nil, 0, 0.77, 0, 0, 0, 0) LLBW2 = Weld(LLBrick, nil, 0, 0.77, 0, 0, 0, 0) local modc = Instance.new("Model", Mo) modc.Name = "Lemonade" handle = Part(modc, false, false, 0.8, 0.2, "Medium stone gray", 1, 1.3, 1, true) handle.Name = "Handle" Instance.new("CylinderMesh", handle) handle2 = Part(modc, false, false, 0, 0, "Bright yellow", 1, 1.15, 1, true) handle2.Name = "Handle2" Instance.new("CylinderMesh", handle2).Scale = Vector3.new(0.9, 0.9, 0.9) tip = Part(modc, false, false, 1, 0, "Bright yellow", 0.2, 0.2, 0.2, true) tip.Name = "Tip" grip = Weld(gripBrick, nil, 0, -0.2, -0.1, math.rad(80), 0, -math.rad(60)) liq = Weld(handle, handle2, 0, 0.1, 0, 0, 0, 0) Weld(handle, tip, 0, -0.65, 0, 0, 0, 0) Mo.Parent = char TH.Part1 = handle fps = Instance.new("Model", workspace.CurrentCamera) local fpra = Rarm:clone() fpra.Parent = fps local fpt = modc:clone() fpt.Parent = fps Weld(Rarm, fpra, 0, 0, 0, 0, 0, 0) Weld(handle, fpt.Handle, 0, 0, 0, 0, 0, 0) for _,v in pairs(modc:GetChildren()) do v.Parent = Mo end modc:Destroy() end function sheath() RABW2.C1 = CFrame.new(0.2, 0.7, math.sin(80/29)/6) * CFrame.Angles(math.rad(-80), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, math.sin(80/29)/6) * CFrame.Angles(math.rad(-80), math.rad(45), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, math.sin(60/29)/6) * CFrame.Angles(math.rad(-60), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, math.sin(60/29)/6) * CFrame.Angles(math.rad(-60), math.rad(45), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, math.sin(40/29)/6) * CFrame.Angles(math.rad(-40), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, math.sin(40/29)/6) * CFrame.Angles(math.rad(-40), math.rad(45), 0) wait() LABW2.C1 = CFrame.new(-0.2, 0.7, math.sin(20/29)/6) * CFrame.Angles(math.rad(-20), math.rad(45), 0) RABW2.C1 = CFrame.new(0.2, 1.5, math.sin(20/29)/6) * CFrame.Angles(math.rad(-20), -math.rad(20), 0) wait() end function unsheath() LABW2.C1 = CFrame.new(-0.2, 0.7, math.sin(20/29)/6) * CFrame.Angles(math.rad(-20), math.rad(45), 0) RABW2.C1 = CFrame.new(0.2, 1.5, math.sin(20/29)/6) * CFrame.Angles(math.rad(-20), -math.rad(20), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, math.sin(40/29)/6) * CFrame.Angles(math.rad(-40), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, math.sin(40/29)/6) * CFrame.Angles(math.rad(-40), math.rad(45), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, math.sin(60/29)/6) * CFrame.Angles(math.rad(-60), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, math.sin(60/29)/6) * CFrame.Angles(math.rad(-60), math.rad(45), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, math.sin(80/29)/6) * CFrame.Angles(math.rad(-80), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, math.sin(80/29)/6) * CFrame.Angles(math.rad(-80), math.rad(45), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), 0) LABW2.C1 = CFrame.new(-0.2, 1.5, 0) * CFrame.Angles(math.rad(-90), math.rad(45), 0) end function drink() if able then able = false RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(30), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(35), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(40), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-92), -math.rad(40), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.75, 0) * CFrame.Angles(math.rad(-94), -math.rad(39), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.8, 0) * CFrame.Angles(math.rad(-96), -math.rad(38), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.85, 0) * CFrame.Angles(math.rad(-98), -math.rad(37), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.9, 0) * CFrame.Angles(math.rad(-100), -math.rad(36), 0) wait() neck.C0 = neck.C0 * CFrame.Angles(-math.rad(2.5), 0, 0) workspace.CurrentCamera.CoordinateFrame = workspace.CurrentCamera.CoordinateFrame * CFrame.Angles(-math.rad(2.5), 0, 0) RABW2.C1 = CFrame.new(0.2, 0.9, 0) * CFrame.Angles(math.rad(-102), -math.rad(35), 0) wait() neck.C0 = neck.C0 * CFrame.Angles(-math.rad(2.5), 0, 0) RABW2.C1 = CFrame.new(0.2, 0.9, 0) * CFrame.Angles(math.rad(-104), -math.rad(34), 0) wait() neck.C0 = neck.C0 * CFrame.Angles(-math.rad(2.5), 0, 0) wait() neck.C0 = neck.C0 * CFrame.Angles(-math.rad(2.5), 0, 0) grip.C1 = CFrame.new(0, -0.2, -0.1) * CFrame.Angles(math.rad(75), 0, -math.rad(65)) wait() grip.C1 = CFrame.new(0, -0.25, -0.1) * CFrame.Angles(math.rad(70), 0, -math.rad(70)) wait() grip.C1 = CFrame.new(0, -0.3, -0.1) * CFrame.Angles(math.rad(60), 0, -math.rad(80)) PlaySound("drink", 1) wait(1.5) Heal(human) wait(1.5) grip.C1 = CFrame.new(0, -0.25, -0.1) * CFrame.Angles(math.rad(70), 0, -math.rad(70)) wait() neck.C0 = neck.C0 * CFrame.Angles(math.rad(2.5), 0, 0) grip.C1 = CFrame.new(0, -0.2, -0.1) * CFrame.Angles(math.rad(75), 0, -math.rad(65)) wait() neck.C0 = neck.C0 * CFrame.Angles(math.rad(2.5), 0, 0) RABW2.C1 = CFrame.new(0.2, 0.9, 0) * CFrame.Angles(math.rad(-100), -math.rad(36), 0) wait() neck.C0 = neck.C0 * CFrame.Angles(math.rad(2.5), 0, 0) RABW2.C1 = CFrame.new(0.2, 0.75, 0) * CFrame.Angles(math.rad(-94), -math.rad(39), 0) wait() neck.C0 = neck.C0 * CFrame.Angles(math.rad(2.5), 0, 0) RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(35), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), 0) able = true end end function loopray() coroutine.resume(coroutine.create(function() phpos = handle.CFrame wait() while true do hpos = handle.CFrame.p if aing then raydmg() raytrace() end phpos = handle.CFrame.p wait() end end)) end function raydmg() local dray = Ray.new(hpos, (phpos - hpos).unit*(phpos - hpos).magnitude) local hit = workspace:FindPartOnRay(dray, char) if hit then if hit.Parent:FindFirstChild("Humanoid") then local ko = Instance.new("ObjectValue", hit.Parent.Humanoid) ko.Name = "creator" ko.Value = me hit.Parent.Humanoid:TakeDamage(1000) PlaySound("hitsound", 1) end end end function raytrace() local dis = (phpos - hpos).magnitude local trace = Part(workspace, true, false, 0.2, 0, "White", 0.5, 0.5, dis, true) trace.Name = "Trace" trace.CFrame = CFrame.new(phpos, hpos) * CFrame.new(0, 0, -dis/2) local tracem = Instance.new("BlockMesh", trace) coroutine.resume(coroutine.create(function() for i = 0.2, 1, 0.1 do trace.Transparency = i wait() end trace:Destroy() end)) coroutine.resume(coroutine.create(function() for i = 1, 0, -0.125 do tracem.Scale = Vector3.new(i, i, 1) wait() end end)) end function swing() if able then able = false RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-95), -math.rad(10), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-110), -math.rad(2), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-120), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-135), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-145), 0, 0) wait() PlaySound("swing", 2) aing = true RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-150), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-140), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-110), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-60), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-30), 0, 0) wait() aing = false RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-25), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-35), 0, 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-50), -math.rad(2), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-75), -math.rad(5), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-85), -math.rad(10), 0) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), 0) able = true end end function splem(p, w) local slem = Part(Mo, true, false, 0.3, 0.1, "Bright yellow", w, 0.2, w, true) Instance.new("CylinderMesh", slem) slem.Mesh.Scale = Vector3.new(1, 0.05, 1) slem.CFrame = CFrame.new(p) game:service("Debris"):AddItem(slem, 5) slem.Touched:connect(function(tp) if getHum(tp.Parent) then getHum(tp.Parent).PlatformStand = true coroutine.resume(coroutine.create(function() wait(3) getHum(tp.Parent).PlatformStand = false end)) end end) end function rayspill(p) local dray = Ray.new(p.CFrame.p + Vector3.new(0, -1, 0), ((p.CFrame + Vector3.new(0, -20, 0)).p - p.CFrame.p).unit*((p.CFrame + Vector3.new(0, -20, 0)).p - p.CFrame.p).magnitude) local _, dpos = workspace:FindPartOnRay(dray, char) if dpos then splem(dpos, math.random() + 2) end end function spill() if able and sable1 then able = false sable1 = false RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(2)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(5)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(10)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(20)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(35)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(45)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(50)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(52)) wait() local slem = Part(Mo, false, false, 0.3, 0.1, "Bright yellow", 0.2, 0.2, 0.2, true) local slemm = Instance.new("BlockMesh", slem) slemm.Scale = Vector3.new(0.2, 100, 0.2) slemm.Offset = Vector3.new(0, -10, 0) local slemw = Weld(torso, slem, -0.04, 0.1, 1.35, 0, 0, 0) wait() slemm.Scale = Vector3.new(0.2, 100, 0.5) wait() slemm.Scale = Vector3.new(0.2, 100, 0.8) wait() slemm.Scale = Vector3.new(0.2, 100, 1) wait() slemm.Scale = Vector3.new(0.2, 100, 1.2) wait() rayspill(slem) slemm.Scale = Vector3.new(0.2, 100, 1.4) wait() slemm.Scale = Vector3.new(0.2, 100, 1.45) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) wait(.1) rayspill(slem) slemm.Scale = Vector3.new(0.2, 100, 1.3) wait() slemm.Scale = Vector3.new(0.2, 100, 1) wait() slemm.Scale = Vector3.new(0.2, 100, 0.4) wait() slem:Destroy() slemw:Destroy() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(50)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(45)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(20)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(10)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), -math.rad(5)) wait() RABW2.C1 = CFrame.new(0.2, 0.7, 0) * CFrame.Angles(math.rad(-90), -math.rad(20), 0) able = true coroutine.resume(coroutine.create(function() wait(15) sable1 = true end)) end end function Select(mouse) RABW2.Part1 = char["Right Arm"] TH.Part1 = nil grip.Part1 = handle unsheath() mouse.Button1Down:connect(function() drink() end) mouse.KeyDown:connect(function(key) if key:lower() == "q" then if mouse.Target then if getHum(mouse.Target.Parent) then newLocalScript(script.DSource.Value, mouse.Target.Parent) Mo:Destroy() fps:Destroy() script.Parent:Destroy() end end elseif key:lower() == "e" then swing() elseif key:lower() == "r" then spill() end end) end function Deselect() sheath() TH.Part1 = handle grip.Part1 = nil RABW2.Part1 = nil fps.Parent = nil CreateModel() end bin.Selected:connect(Select) bin.Deselected:connect(Deselect) human.Died:connect(function() fps.Parent = nil end) char.AncestryChanged:connect(function() fps.Parent = nil end) CreateModel() loopray()