Blunts on the ground (dropped items) should have a Debris:AddItem(droppedBlunt, 120) so they auto-delete after 2 minutes to prevent lag.
| Stage | Action | Example In-Game Items | | :--- | :--- | :--- | | | Plant and tend to crops over time. | "Weed Seeds", "Fertilizer" | | Stage 2: Processing | Harvest crops and process them into base materials. | "Harvested Plant", "Dried Herbs" | | Stage 3: Crafting | Use a crafting menu to combine base materials. | "Rolling Paper", "Dried Herbs" | | Stage 4: Final Item | The final crafted item is created. | "Blunt" |
Whether the processing UI should utilize or standard progress bars for player engagement. Share public link
This article explores how to architect a high-fidelity, advanced blunt system that goes beyond a simple tool animation. We will cover
-- Server Script inside the Tool local Tool = script.Parent local RemoteEvent = Instance.new("RemoteEvent", Tool) local Tip = Tool:WaitForChild("Handle"):WaitForChild("Tip") local SmokeEffect = Tip:WaitForChild("SmokeParticles") RemoteEvent.OnServerEvent:Connect(function(player, action) if action == "SmokeStart" then SmokeEffect.Enabled = true -- Advanced: Slowly shrink the blunt mesh size to simulate burning down local Handle = Tool.Handle if Handle:IsA("MeshPart") or Handle:FindFirstChildOfClass("SpecialMesh") then -- Optional: Add tweening logic here to reduce Z-scale end -- Turn off particles when animation ends elseif action == "SmokeEnd" then task.wait(1) -- Allow remaining smoke to drift away SmokeEffect.Enabled = false end end) Use code with caution. Advanced Realism: Custom Smoke Physics
Blunts on the ground (dropped items) should have a Debris:AddItem(droppedBlunt, 120) so they auto-delete after 2 minutes to prevent lag.
| Stage | Action | Example In-Game Items | | :--- | :--- | :--- | | | Plant and tend to crops over time. | "Weed Seeds", "Fertilizer" | | Stage 2: Processing | Harvest crops and process them into base materials. | "Harvested Plant", "Dried Herbs" | | Stage 3: Crafting | Use a crafting menu to combine base materials. | "Rolling Paper", "Dried Herbs" | | Stage 4: Final Item | The final crafted item is created. | "Blunt" | Roblox - Advanced Weed Blunt System
Whether the processing UI should utilize or standard progress bars for player engagement. Share public link Blunts on the ground (dropped items) should have
This article explores how to architect a high-fidelity, advanced blunt system that goes beyond a simple tool animation. We will cover | "Harvested Plant", "Dried Herbs" | | Stage
-- Server Script inside the Tool local Tool = script.Parent local RemoteEvent = Instance.new("RemoteEvent", Tool) local Tip = Tool:WaitForChild("Handle"):WaitForChild("Tip") local SmokeEffect = Tip:WaitForChild("SmokeParticles") RemoteEvent.OnServerEvent:Connect(function(player, action) if action == "SmokeStart" then SmokeEffect.Enabled = true -- Advanced: Slowly shrink the blunt mesh size to simulate burning down local Handle = Tool.Handle if Handle:IsA("MeshPart") or Handle:FindFirstChildOfClass("SpecialMesh") then -- Optional: Add tweening logic here to reduce Z-scale end -- Turn off particles when animation ends elseif action == "SmokeEnd" then task.wait(1) -- Allow remaining smoke to drift away SmokeEffect.Enabled = false end end) Use code with caution. Advanced Realism: Custom Smoke Physics