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- local char=player.Character
- local torso=char.Torso
- local human=char.Humanoid
- local arm={Left=char['Left Arm'], Right=char['Right Arm']}
- local leg={Left=char['Left Leg'], Right=char['Right Leg']}
- local c=function(f) coroutine.resume(coroutine.create(f)) end
- local add={
- local p=Instance.new('Part', par) pcall(function() p.TopSurface='Smooth' p.BottomSurface='Smooth' p.formFactor='Custom' p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
- end,
- local p=Instance.new('WedgePart', par) pcall(function() p.TopSurface='Smooth' p.BottomSurface='Smooth' p.formFactor='Custom' p.Anchored=a p.CanCollide=c p.BrickColor=BrickColor.new(col) p.Transparency=t p.Size=s p.CFrame=cf or CFrame.new() end)
- end,
- Gui=function(ins, par, bc, bg, tc, fs, text, t, s, pos)
- local g=Instance.new(ins, par) pcall(function() g.BorderColor=BrickColor.new(bc) g.BackgroundColor=BrickColor.new(bg) g.TextColor=BrickColor.new(tc) g.FontSize=fs g.Font='ArialBold' g.Text=text g.Transparency=t g.Size=s g.Position=pos end)
- end,
- local w=Instance.new('Weld', par) pcall(function() w.Part0=w.Parent or par w.Part1=p1 w.C1=cf or CFrame.new() end)
- end,
- local m=Instance.new(ins, par) pcall(function() m.Scale=s or Vector3.new() m.Offset=of or Vector3.new() m.MeshType=t end)
- end
- local scriptname='GANGNAM STYLE' --Name here
- pcall(function() player.Backpack[scriptname]:remove() char[scriptname]:remove() char['Objects']:remove() player.PlayerGui[scriptname]:remove() end)
- local model=Instance.new('Model', char) model.Name='Objects'
- local modelB=Instance.new('Model', char) modelB.Name=scriptname
- local gui=Instance.new('ScreenGui', player.PlayerGui) gui.Name=scriptname
- local bin=Instance.new('HopperBin', player.Backpack) bin.Name=scriptname
- local body={}
- local obj={}
- --PARTS--
- body.Head=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.Torso=add.Part(model, false, false, skincolor, 1, Vector3.new(2, 2, 1), nil)
- body.ArmLeft, body.ArmRight=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.LegLeft, body.LegRight=add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil), add.Part(model, false, false, skincolor, 1, Vector3.new(1, 1, 1), nil)
- body.HeadW=add.Weld(body.Head, torso, CFrame.new(0, 1.5, 0))
- body.ArmLeftW, body.ArmRightW=add.Weld(body.ArmLeft, body.Torso, CFrame.new(-1.5, .5, 0)), add.Weld(body.ArmRight, body.Torso, CFrame.new(1.5, .5, 0))
- body.LegLeftW, body.LegRightW=add.Weld(body.LegLeft, body.Torso, CFrame.new(-.5, -1.5, 0)), add.Weld(body.LegRight, body.Torso, CFrame.new(.5, -1.5, 0))
- add.Weld(body.Head, head, nil)
- add.Weld(arm.Left, body.ArmLeft, CFrame.new(0, -.5, 0))
- add.Weld(arm.Right, body.ArmRight, CFrame.new(0, -.5, 0))
- add.Weld(leg.Left, body.LegLeft, CFrame.new(0, -.5, 0))
- add.Weld(leg.Right, body.LegRight, CFrame.new(0, -.5, 0))
- ---------------------------------------------------------------------------------------
- ['Head']=function(cf)
- end;
- ['Torso']=function(cf) body.Torso.Transparency=0 torso.Transparency=1
- end;
- body.ArmLeftW.C1=CFrame.new(-1.5, .5, 0)*cf
- ['ArmRight']=function(cf)
- end;
- body.LegLeftW.C1=CFrame.new(-.5, -1.5, 0)*cf
- ['LegRight']=function(cf)
- end;
- --Objects--
- function removeParts()
- for i, v in pairs(model:children()) do v:remove() end for i, v in pairs(modelB:children()) do v:remove() end for i, v in pairs(char:children()) do v.Transparency=0 end
- end
- c(function()
- sound.Pitch=pitch
- sound:play()
- sound:remove()
- end
- local dance=0
- local onDancing=false
- bin.Selected:connect(function(mouse) createParts() onDancing=true
- animate.Head(CFrame.Angles(math.rad(45), 0, 0))
- animate.ArmLeft(CFrame.new(1*i, 0, -.5*i)*CFrame.Angles(math.rad(90)*i, 0, math.rad(45)*i))
- animate.ArmRight(CFrame.new(-1*i, 0, -.5*i)*CFrame.Angles(math.rad(90)*i, 0, -math.rad(45)*i))
- animate.LegLeft(CFrame.Angles(0, 0, -math.rad(15)*i))
- animate.LegRight(CFrame.Angles(0, 0, math.rad(15)*i))
- while onDancing do wait() lyrics=lyrics+1 dance=dance+1
- if lyrics1 then game:GetService('Chat'):Chat(head, 'Op', 'Blue') end
- if lyrics2 then game:GetService('Chat'):Chat(head, 'Op', 'Blue') end
- if lyrics4 then game:GetService('Chat'):Chat(head, 'Oppa GANGNAM STYLE!', 'Blue') end
- if dance<=2 and dancingfalse then print(dance)
- startpos=false
- animate.Head(CFrame.Angles(math.rad(45*i), 0, 0))
- animate.Torso(CFrame.Angles(0, 0, math.rad(-5+10*i)))
- animate.ArmLeft(CFrame.new(1, .5*i, -.5)*CFrame.Angles(math.rad(90+45*i), 0, math.rad(45)))
- animate.ArmRight(CFrame.new(-1, .5*i, -.5)*CFrame.Angles(math.rad(90+45*i), 0, -math.rad(45)))
- animate.LegLeft(CFrame.new(0, .5-(.5*i), 0)*CFrame.Angles(0, 0, -math.rad(15)))
- animate.LegRight(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, math.rad(15)))
- for i=0, 1, .1 do wait()
- animate.Head(CFrame.Angles(math.rad(45-45*i), 0, 0))
- animate.Torso(CFrame.Angles(0, 0, math.rad(5-10*i)))
- animate.ArmLeft(CFrame.new(1, .5-.5*i, -.5)*CFrame.Angles(math.rad(135-45*i), 0, math.rad(45)))
- animate.ArmRight(CFrame.new(-1, .5-.5*i, -.5)*CFrame.Angles(math.rad(135-45*i), 0, -math.rad(45)))
- animate.LegLeft(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, -math.rad(15)))
- animate.LegRight(CFrame.new(0, .5-(.5*i), 0)*CFrame.Angles(0, 0, math.rad(15)))
- dancing=false
- elseif dance>=2 and dance<5 and dancingfalse then print(dance)
- startpos=false
- animate.Head(CFrame.Angles(math.rad(45*i), 0, 0))
- animate.Torso(CFrame.Angles(0, 0, math.rad(-5+10*i)))
- animate.ArmLeft(CFrame.new(1, .5*i, -.5)*CFrame.Angles(math.rad(90+45*i), 0, math.rad(45)))
- animate.ArmRight(CFrame.Angles(math.rad(180+math.random(-45, 45)*i), 0, -math.rad(math.random(-45, 45)*i)))
- animate.LegLeft(CFrame.new(0, .5-(.5*i), 0)*CFrame.Angles(0, 0, -math.rad(15)))
- animate.LegRight(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, math.rad(15)))
- for i=0, 1, .1 do wait()
- animate.Head(CFrame.Angles(math.rad(45-45*i), 0, 0))
- animate.Torso(CFrame.Angles(0, 0, math.rad(5-10*i)))
- animate.ArmLeft(CFrame.new(1, .5-.5*i, -.5)*CFrame.Angles(math.rad(135-45*i), 0, math.rad(45)))
- animate.ArmRight(CFrame.Angles(math.rad(180+math.random(-45, 45)*i), 0, -math.rad(math.random(-45, 45)*i)))
- animate.LegLeft(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, -math.rad(15)))
- animate.LegRight(CFrame.new(0, .5-(.5*i), 0)*CFrame.Angles(0, 0, math.rad(15)))
- dancing=false
- elseif dance>=5 and dance<10 and dancingfalse then print(dance)
- if startposfalse then
- game:GetService('Chat'):Chat(head, 'EH SEXY LADY!', 'Blue')
- animate.Head(CFrame.Angles(math.rad(15), 0, 0))
- animate.Torso(CFrame.Angles(0, math.rad(90)*i, 0))
- animate.ArmLeft(CFrame.new(.2*i, 0, 0)*CFrame.Angles(0, 0, math.rad(15)*i))
- animate.ArmRight(CFrame.new(-.2*i, 0, 0)*CFrame.Angles(0, 0, -math.rad(15)*i))
- end
- torso.CFrame=torso.CFrame+torso.CFrame.lookVector*.2
- animate.Torso(CFrame.Angles(0, -math.rad(90), math.rad(-5+10*i)))
- animate.LegLeft(CFrame.new(0, .5-(.5*i), 0)*CFrame.Angles(0, 0, -math.rad(15)))
- animate.LegRight(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, math.rad(15)))
- for i=0, 1, .2 do wait()
- torso.CFrame=torso.CFrame+torso.CFrame.lookVector*.2
- animate.Torso(CFrame.Angles(0, -math.rad(90), math.rad(5-10*i)))
- animate.LegLeft(CFrame.new(0, .5*i, 0)*CFrame.Angles(0, 0, -math.rad(15)))
- animate.LegRight(CFrame.new(0, .5-(.5*i), 0)*CFrame.Angles(0, 0, math.rad(15)))
- dancing=false
- dance=0
- end
- end)
- bin.Deselected:connect(function() onDancing=false body.Torso.Transparency=1 removeParts() torso.Transparency=0 end)