Roblox - Advanced Weed Blunt System ~repack~
to create a sequence where the character raises the tool to their face. : Set the animation priority to so it overrides default walking or idle movements. : Publish the animation to Roblox and copy the unique Animation ID 3. Scripting the Logic You’ll need a LocalScript inside the tool to handle inputs and a RemoteEvent to sync effects with the server. Client-Side Logic ( LocalScript Connect the tool's event to trigger the sequence. tool = script.Parent player = game.Players.LocalPlayer character = player.Character player.CharacterAdded:Wait() humanoid = character:WaitForChild( "Humanoid" remoteEvent = tool:WaitForChild( "PuffEvent" anim = Instance.new( "Animation" ) anim.AnimationId = "rbxassetid://YOUR_ID_HERE" -- Replace with your ID
The BluntLocalScript handles user input, captures activation clicks, plays local character animations, and manages camera effects like screen distortion or field-of-view changes. Roblox - Advanced Weed Blunt System
local ReplicatedStorage = game:GetService("ReplicatedStorage") local SystemFolder = ReplicatedStorage:WaitForChild("BluntSystem") local BluntRemote = SystemFolder:WaitForChild("BluntRemote") local SizzleSound = SystemFolder:WaitForChild("SizzleSound") local CoughSound = SystemFolder:WaitForChild("CoughSound") local activeTimers = {} local function HandleEffects(player, action) local character = player.Character if not character then return end local tool = character:FindFirstChildOfClass("Tool") if not tool or not tool:FindFirstChild("Handle") then return end local tip = tool.Handle:FindFirstChild("TipAttachment") if not tip then return end local smoke = tip:FindFirstChild("SmokeParticles") local glow = tip:FindFirstChild("GlowParticles") if action == "Inhale" then -- Activate tip glow and play burning audio sound if glow then glow.Enabled = true end local localSizzle = SizzleSound:Clone() localSizzle.Parent = tip localSizzle:Play() game:GetService("Debris"):AddItem(localSizzle, 3) elseif action == "Exhale" then -- Disable burning glow, trigger smoke billowing clouds if glow then glow.Enabled = false end if smoke then smoke.Enabled = true -- Keep track of state to turn off emitter after burst window task.spawn(function() task.wait(2.5) if smoke then smoke.Enabled = false end end) end -- Randomly trigger a cough sound effect if math.random(1, 3) == 1 then local localCough = CoughSound:Clone() localCough.Parent = character:FindFirstChild("UpperTorso") or character:FindFirstChild("Torso") if localCough then localCough:Play() game:GetService("Debris"):AddItem(localCough, 2) end end elseif action == "Cancel" then -- Cleanup instantly if item is unequipped during use if glow then glow.Enabled = false end if smoke then smoke.Enabled = false end end end BluntRemote.OnServerEvent:Connect(HandleEffects) Use code with caution. 🟢 5. Optimization, Security, and Production Polish to create a sequence where the character raises
Ensure the player's inventory of gathered herbs and crafted items is saved using DataStoreService 4. Platform Compliance Scripting the Logic You’ll need a LocalScript inside
-- Update client UI via RemoteEvent BluntUpdateEvent:FireClient(allPlayersNearby, remaining/duration)
: Always clean up instances. Notice that our local script uses a tween to change the blur size and explicitly calls :Destroy() on the blur object immediately after completion. This prevents memory leaks.