Weed Blunt System [new] | Roblox - Advanced
-- Blunt States local enum = Rolled = 1, Smoked = 2, Disposed = 3
When deploying complex interactive inventory frameworks onto Roblox, creators must strictly align their design assets with the and Community Guidelines . Roblox - Advanced Weed Blunt System
Instead of just screen distortion, create gameplay consequences. -- Blunt States local enum = Rolled =
If you are looking to expand this setup, consider trying these additions: The Roblox marketplace and developer forums (like the
--!strict local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") :: BasePart -- Define our states using an explicit type definition type SystemState = "Unlit" | "Lit" | "Depleted" local AdvancedItem = {} AdvancedItem.__index = AdvancedItem function AdvancedItem.new(toolInstance: Tool) local self = setmetatable({}, AdvancedItem) self.Instance = toolInstance self.Handle = toolInstance:WaitForChild("Handle") self.CurrentState = "Unlit" :: SystemState self.Lifespan = 100.0 -- Represented as a percentage -- Initialize network attributes for client reading self.Instance:SetAttribute("SystemState", self.CurrentState) self.Instance:SetAttribute("Lifespan", self.Lifespan) return self end function AdvancedItem:Light() if self.CurrentState ~= "Unlit" then return end self.CurrentState = "Lit" self.Instance:SetAttribute("SystemState", self.CurrentState) -- Start active consumption thread task.spawn(function() while self.CurrentState == "Lit" and self.Lifespan > 0 do task.wait(1) self:Consume(2.5) -- Drain 2.5% per second when active end end) end function AdvancedItem:Consume(amount: number) if self.CurrentState ~= "Lit" then return end self.Lifespan = math.max(0, self.Lifespan - amount) self.Instance:SetAttribute("Lifespan", self.Lifespan) -- Dynamically scale the physical size of the object to simulate burning down local targetScale = math.clamp(self.Lifespan / 100, 0.25, 1.0) local tweenInfo = TweenInfo.new(0.9, Enum.EasingStyle.Linear) local tween = TweenService:Create(self.Handle, tweenInfo, Size = Vector3.new(self.Handle.Size.X, self.Handle.Size.Y, targetScale) ) tween:Play() if self.Lifespan <= 0 then self:Deplete() end end function AdvancedItem:Deplete() self.CurrentState = "Depleted" self.Instance:SetAttribute("SystemState", self.CurrentState) -- Clean up tool safely from character inventory task.wait(0.5) self.Instance:Destroy() end -- Hook up the tool lifecycle events local itemSession = AdvancedItem.new(Tool) Tool.Activated:Connect(function() if itemSession.CurrentState == "Unlit" then itemSession:Light() end end) Use code with caution. 🎨 Client-Side Visual FX & Animation Engine
If you are a developer looking to add this level of depth to your own game, you do not necessarily have to build it from scratch. The Roblox marketplace and developer forums (like the DevForum) are filled with modular, plug-and-play systems.
: Never let the client dictate the Durability status or the speed boosts granted. The server handles the ticking clock and uses task.wait() loops internally to check timelines.