wait() local mouse = game.Players.LocalPlayer:GetMouse() local player = game.Players.LocalPlayer character = player.Character db = false shooting = false dmgdebounce = false damage = 60 myname = player.Name if game.Players.LocalPlayer.data.dmg then damage = damage + game.Players.LocalPlayer.data.dmg.value / 10 end mouse.KeyDown:connect(function(key) key = key:lower() if key == "g" and db == false and shooting == false then shooting = true if db == false then db = true character:FindFirstChild("Left Arm").Size = Vector3.new(1.2, 2.4, 1.2) local joint = Instance.new("Motor6D") joint.Parent = character.Torso joint.Name = "Left Shoulder" joint.Part0 = character.Torso joint.Part1 = character["Left Arm"] character:FindFirstChild("Right Arm").Size = Vector3.new(1.2, 2.4, 1.2) local joint1 = Instance.new("Motor6D") joint1.Parent = character.Torso joint1.Name = "Right Shoulder" joint1.Part0 = character.Torso joint1.Part1 = character["Right Arm"] character:FindFirstChild("Left Leg").Size = Vector3.new(1.2, 2.4, 1.2) local joint2 = Instance.new("Motor6D") joint2.Parent = character.Torso joint2.Name = "Left Hip" joint2.Part0 = character.Torso joint2.Part1 = character["Left Leg"] character:FindFirstChild("Right Leg").Size = Vector3.new(1.2, 2.4, 1.2) local joint3 = Instance.new("Motor6D") joint3.Parent = character.Torso joint3.Name = "Right Hip" joint3.Part0 = character.Torso joint3.Part1 = character["Right Leg"] character:FindFirstChild("Head").Size = Vector3.new(1.2, 2.4, 1.2) local joint4 = Instance.new("Motor6D") joint4.Parent = character.Torso joint4.Name = "Neck" joint4.Part0 = character.Torso joint4.Part1 = character["Head"] local originaldamage = player.data.dmg.Value player.data.dmg.Value = player.data.dmg.Value * 5 wait(60) damage = originaldamage wait(15) db = false shooting = false end end end)
it makes your entire body combine into one small head thing its weird...