--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
