When a player "uses" the blunt, the screen may blur, change colors (saturation/hue shifts), or the player’s walk speed might change. Inventory Integration:
-- LocalBluntScript (LocalScript inside Tool) local Tool = script.Parent local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local localPlayer = Players.LocalPlayer local remoteEvent = ReplicatedStorage:WaitForChild("RemoteEvents"):WaitForChild("BluntServerEvent") -- Animation Objects local holdAnimObj = ReplicatedStorage:WaitForChild("Animations"):WaitForChild("HoldAnim") local useAnimObj = ReplicatedStorage:WaitForChild("Animations"):WaitForChild("UseAnim") local holdTrack, useTrack local cooldown = false Tool.Equipped:Connect(function() local character = localPlayer.Character local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then -- Load and play continuous idling animation holdTrack = humanoid:LoadAnimation(holdAnimObj) holdTrack.Priority = Enum.AnimationPriority.Idle holdTrack:Play() end end) Tool.Activated:Connect(function() if cooldown or Tool:GetAttribute("CurrentUses") <= 0 then return end cooldown = true local character = localPlayer.Character local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then -- Play the active consumption animation useTrack = humanoid:LoadAnimation(useAnimObj) useTrack.Priority = Enum.AnimationPriority.Action useTrack:Play() -- Fire to server midway through the animation action task.wait(0.5) remoteEvent:FireServer("UseItem") -- Play local audio effect if Tool.Handle:FindFirstChild("ExhaleSound") then Tool.Handle.ExhaleSound:Play() end -- Trigger localized camera screen blur effect local blur = Instance.new("BlurEffect") blur.Size = 0 blur.Parent = game:GetService("Lighting") local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, true) local tween = TweenService:Create(blur, tweenInfo, Size = 15) tween:Play() -- Cleanup visual effect object tween.Completed:Connect(function() blur:Destroy() end) end task.wait(2) -- Rate-limiting action cooldown cooldown = false end) Tool.Unequipped:Connect(function() if holdTrack then holdTrack:Stop() end if useTrack then useTrack:Stop() end end) Use code with caution. 4. Visual Effects & Tuning
Raw herbs could be dried on racks, ground in mortars, or distilled in alembics.
However, the technical framework used for such a system—involving item handling, status effects, and visual feedback—can be applied to legitimate gameplay items like "Potions" or "Consumables." Core System Framework
A high-quality system moves beyond simple clicks. Consider implementing growth cycles that require player attention: Roblox - Advanced Weed Blunt System
The Effects System will provide dynamic effects, such as particle trails and audio cues. Here's an example of how it could be implemented:
Even with the introduction of 17+ experiences, Roblox maintains a "zero-tolerance" policy toward the depiction, discussion, or promotion of illegal and regulated drugs, specifically naming marijuana and its associated paraphernalia.
Holds the physical processing stations, tools, and plant meshes. Core Scripting Architecture Server Validation Script
This local script listens for the server's confirmation to trigger immersive camera adjustments and particle loops. Place this inside . When a player "uses" the blunt, the screen
If you are looking to expand this setup, consider trying these additions:
Players who invest in crafting stations to turn raw goods into valuable consumables.
Roblox explicitly prohibits the depiction of illegal drugs. However, in experiences explicitly verified and designated for users aged 17 and older, references to alcohol, tobacco, and certain mature themes are permitted under strict guidelines.
Used for intuitive, physics-based interaction during harvesting. references to alcohol
One of the most impressive parts of an advanced blunt system is how it looks. When a player lights a blunt, the smoke particles and screen effects (blur, color correction) must be visible to everyone but controlled by the client to prevent server lag. Developers use RemoteEvents to tell the server: "Player A has started smoking," prompting the server to replicate the smoke VFX to all other players in the vicinity. 3. Custom Character Effects
: If you use multiple parts for the model, ensure they are welded to the Handle so they move together. 2. Smoking Animations
If you are a developer looking to implement this, be careful. Roblox's Community Standards explicitly prohibit: