Roblox - Advanced Weed Blunt System __top__
Use the AnimationPriority setting set to Action for your holding and smoking animations. This guarantees that basic movements like running or jumping do not override the smoking animation awkwardly.
To move beyond a simple "click to use" item, incorporate a multi-stage process: Harvesting:
Roblox is a platform with a heavy presence of users under 13. Implementing a "Weed Blunt System" is a gray area that often gets games banned or quarantined.
local bluntModel = script.Parent local billboardGui = bluntModel.BillboardGui Roblox - Advanced Weed Blunt System
local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") local RemoteEvent = Tool:WaitForChild("BluntAction") local Config = require(Tool:WaitForChild("Configuration")) -- State Management Variables local CurrentUses = Config.MaxUses local LastUseTime = 0 local IsActive = false -- Initialize Server-Side Network Receiver RemoteEvent.OnServerEvent:Connect(function(player) local character = player.Character local humanoid = character and character:FindFirstChildOfClass("Humanoid") -- Sanity Checks: Ensure player is alive and tool is actively equipped if not humanoid or humanoid.Health <= 0 or not Tool:IsDescendantOf(character) then return end -- Rate Limiting / Anti-Exploit Cooldown Validation local currentTime = os.clock() if (currentTime - LastUseTime) < Config.Cooldown then return end LastUseTime = currentTime CurrentUses = CurrentUses - 1 -- Fire feedback back to the server/client to trigger environmental effects RemoteEvent:FireClient(player, "TriggerEffects", Config.EffectDuration) -- Handle Physical Degradation of the item model if Handle:IsA("MeshPart") or Handle:IsA("Part") then -- Gradually shrink the tool length to simulate consumption Handle.Size = Handle.Size - Vector3.new(0, 0, Config.DegradationStep) end -- Apply Temporary Status Modifier Attributes to the Humanoid local originalSpeed = humanoid.WalkSpeed local originalJump = humanoid.JumpPower humanoid.WalkSpeed = originalSpeed * Config.WalkSpeedModifier humanoid.JumpPower = originalJump * Config.JumpPowerModifier -- Safe Status Reset using Task Scheduler task.delay(Config.EffectDuration, function() if humanoid and humanoid.Parent then humanoid.WalkSpeed = originalSpeed humanoid.JumpPower = originalJump end end) -- Garbage Collection: Destroy item if fully consumed if CurrentUses <= 0 then Tool:Destroy() end end) Use code with caution. Part 4: Client Interaction & Post-Processing Effects
: Swap out the mesh files for a fantasy theme. For example, turn the blunt model into a "Mana Cigar," a "Steampunk Inhaler," or a "Glowing Alchemical Herbs Bundle."
-- Blunt is dead BluntExpired(bluntModel) Use the AnimationPriority setting set to Action for
Most beginner developers treat a blunt as a one-shot consumable. You click, an animation plays, a debuff applies, the item disappears. That is boring.
Place a LocalScript inside the tool to listen to the server and trigger the screen effects safely without lagging the server.
: Change references in your UI and scripts from "Weed," "Blunt," or "Smoke" to "Aura," "Vapor," or "Essence." Implementing a "Weed Blunt System" is a gray
: The player is actively using the item, triggering animations and screen effects.
--!strict local Players = game:GetService("Players") local RunService = game:GetService("RunService") local Tool = script.Parent local Handle = Tool:WaitForChild("Handle") :: BasePart -- Client visual components local TipAttachment = Handle:WaitForChild("TipAttachment") :: Attachment local SmokeParticles = TipAttachment:WaitForChild("SmokeParticles") :: ParticleEmitter local GlowLight = TipAttachment:WaitForChild("GlowLight") :: PointLight local LocalPlayer = Players.LocalPlayer local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait() local Humanoid = Character:WaitForChild("Humanoid") :: Humanoid local Animator = Humanoid:WaitForChild("Animator") :: Animator -- Preload custom interaction animations local UseAnimation = Instance.new("Animation") UseAnimation.AnimationId = "rbxassetid://0000000000" -- Replace with your uploaded Animation ID local CurrentTrack: AnimationTrack? = nil local function OnStateChanged() local currentState = Tool:GetAttribute("SystemState") if currentState == "Lit" then -- Activate client-side particle effects smoothly SmokeParticles.Enabled = true GlowLight.Enabled = true -- Loop ambient breathing illumination effect task.spawn(function() while Tool:GetAttribute("SystemState") == "Lit" do local pulse = 1 + (math.sin(os.clock() * 4) * 0.15) GlowLight.Brightness = pulse task.wait() end end) elseif currentState == "Depleted" then -- Shut down effects and clean up references SmokeParticles.Enabled = false GlowLight.Enabled = false if CurrentTrack then CurrentTrack:Stop() end end end Tool.Equipped:Connect(function() CurrentTrack = Animator:LoadAnimation(UseAnimation) -- Listen for dynamic network changes on the object Tool:GetAttributeChangedSignal("SystemState"):Connect(OnStateChanged) OnStateChanged() end) Tool.Unequipped:Connect(function() if CurrentTrack then CurrentTrack:Stop() end SmokeParticles.Enabled = false GlowLight.Enabled = false end) Use code with caution. 💨 Advanced Realism Additions

