function KeyDown(O,X)print("\075\101\121 \058 "..string.byte(O))wait(.01)arms={Tool.Parent:FindFirstChild("\076\101\102\116 \065\114\109"),Tool.Parent:FindFirstChild("\082\105\103\104\116 \065\114\109")}torso=Tool.Parent:FindFirstChild("\084\111\114\115\111")if arms~=nil and torso~=nil then local X={torso:FindFirstChild("\076\101\102\116 \083\104\111\117\108\100\101\114");torso:FindFirstChild("\082\105\103\104\116 \083\104\111\117\108\100\101\114")}if X~=nil then local w=true if w then w=false X[1].Part1=nil X[2].Part1=nil if O=="\116"then local O=Instance.new("\087\101\108\100")O.Part0=torso O.Parent=torso O.Part1=arms[2]welds[2]=O O.C1=CFrame.new(-1.5,.5,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(-40),0)wait(.02)O.C1=CFrame.new(-1.5,.5,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-85),math.rad(-40),0)wait(.02)O.C1=CFrame.new(-1.5,.5,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-80),math.rad(-40),0)wait(.02)O.C1=CFrame.new(-1.5,.5,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-75),math.rad(-40),0)wait(.02)O.C1=CFrame.new(-1.5,.5,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-80),math.rad(-40),0)wait(.02)O.C1=CFrame.new(-1.5,.5,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(-40),0)end if O=="\104"then local O=Instance.new("\087\101\108\100")O.Part0=torso O.Parent=torso O.Part1=arms[1]welds[1]=O O.C1=CFrame.new(1.4,0,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-80),math.rad(40),0)wait(.02)O.C1=CFrame.new(1.4,0,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-75),math.rad(40),0)wait(.02)O.C1=CFrame.new(1.4,0,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-70),math.rad(40),0)wait(.02)O.C1=CFrame.new(1.4,0,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-65),math.rad(40),0)wait(.02)O.C1=CFrame.new(1.4,0,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-80),math.rad(40),0)wait(.02)O.C1=CFrame.new(1.4,0,.5)*CFrame.fromEulerAnglesXYZ(math.rad(-90),math.rad(40),0)end end end end end
--Key Functions! :D
function KeyDown(key, mouse)
	print("Key : " .. string.byte(key))
	wait(0.01)
	arms = { Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm") }
	torso = Tool.Parent:FindFirstChild("Torso")
	if arms ~= nil and torso ~= nil then
		local sh = { torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder") }
		if sh ~= nil then
			local yes = true

			if yes then
				yes = false
				sh[1].Part1 = nil
				sh[2].Part1 = nil

				if key == "t" then -- HiHat
					local weld2 = Instance.new("Weld")
					weld2.Part0 = torso
					weld2.Parent = torso
					weld2.Part1 = arms[2]

					welds[2] = weld2

					weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-40), 0)
					wait(0.02)
					weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-85), math.rad(-40), 0)
					wait(0.02)
					weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-40), 0)
					wait(0.02)
					weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-75), math.rad(-40), 0)
					wait(0.02)
					weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-40), 0)
					wait(0.02)
					weld2.C1 = CFrame.new(-1.5, 0.5, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-40), 0)
				end

				if key == "h" then -- Snare Drum
					local weld1 = Instance.new("Weld")
					weld1.Part0 = torso
					weld1.Parent = torso
					weld1.Part1 = arms[1]

					welds[1] = weld1

					weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(40), 0)
					wait(0.02)
					weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-75), math.rad(40), 0)
					wait(0.02)
					weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(40), 0)
					wait(0.02)
					weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-65), math.rad(40), 0)
					wait(0.02)
					weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(40), 0)
					wait(0.02)
					weld1.C1 = CFrame.new(1.4, 0, 0.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(40), 0)
				end
			end
		end
	end
end
