Roblox - Advanced Weed Blunt System [hot] -
Emits realistic, fading smoke loops that react to player movement.
: Developers often replace disallowed items with "Potions," "Energy Drinks," or "Magical Artifacts" to achieve the same mechanical effect while staying compliant with Roblox Community Standards .
Do you need help setting up for the player's hands?
: A continuous burning state that modifies item longevity. Roblox - Advanced Weed Blunt System
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Should we implement a that automatically destroys the item when it runs out?
: Use DataStoreService to save a player's inventory and crop progress so their "Advanced System" feels like a long-term progression loop. Emits realistic, fading smoke loops that react to
| Feature of an Advanced Weed Blunt System | Gamepass Strategy | | :--- | :--- | | | Grant instant access to rare, high-value seeds or plants that produce a superior product. | | Automated Tools | Sell access to automated processes, such as the "Auto-Buy Seed" or "Auto Collect Money" options found in many farming scripts. | | Unlockable Features | Offer Gamepasses that unlock entire sections of the production chain or new "Drug Dealing Job" missions to create deeper progression. |
Change the visual aesthetic into an ancient bubbling beaker that gives players magical speed boosts.
A multi-stage animation system (Equip -> Channel -> Activate) with custom particle emitters for magical effects. 2. Immersive Effects : A continuous burning state that modifies item longevity
Convert the system into a "Magic Wizard Pipe," a "Steaming Hot Coffee Mug," or a "Blowing Bubble Gum" mechanic.
Ensure the Handle orientation matches the character's hand direction when held. Fine-Tuning the Particle Emitters
For an advanced system, consider the following components:
local ReplicatedStorage = game:GetService("ReplicatedStorage") local TweenService = game:GetService("TweenService") local NetworkEvent = ReplicatedStorage:WaitForChild("ItemNetworkEvent") local function InterpolateMeshSize(toolInstance, durability) local handle = toolInstance:FindFirstChild("Handle") if not handle or not handle:IsA("MeshPart") then return end -- Shrink length along the Z axis as durability drops local targetScale = Vector3.new(1, 1, math.clamp(durability / 100, 0.2, 1)) local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Linear) local tween = TweenService:Create(handle, tweenInfo, Size = handle.Size * targetScale) tween:Play() end local function HandleVisualEffects(action, owner, toolInstance) local handle = toolInstance:FindFirstChild("Handle") if not handle then return end local smokeParticles = handle:FindFirstChild("SmokeParticles") local tipGlow = handle:FindFirstChild("TipGlow") if action == "OnIgnited" then if smokeParticles then smokeParticles.Enabled = true end if tipGlow then tipGlow.Enabled = true end elseif action == "OnConsumed" then -- Temporarily intensify smoke during inhalation simulation if smokeParticles then local originalRate = smokeParticles.Rate smokeParticles.Rate = originalRate * 3 task.delay(1.5, function() smokeParticles.Rate = originalRate end) end elseif action == "OnDepleted" then if smokeParticles then smokeParticles.Enabled = false end if tipGlow then tipGlow.Enabled = false end end end NetworkEvent.OnClientEvent:Connect(function(action, owner, toolInstance) HandleVisualEffects(action, owner, toolInstance) end) -- Watch for property updates to dynamically resize the model workspace.DescendantAdded:Connect(function(descendant) if descendant:IsA("Tool") and descendant:GetAttribute("AdvancedSystem") then descendant:GetAttributeChangedSignal("Durability"):Connect(function() InterpolateMeshSize(descendant, descendant:GetAttribute("Durability")) end) end end) Use code with caution. 4. Advanced Camera Shaders & Post-Processing
