local tweenInfo = TweenInfo.new(duration, Enum.EasingStyle.Linear) local goal = Size = UDim2.new(1, 0, 1, 0) local tween = tweenService:Create(progressBar, tweenInfo, goal)

-- Inside the Tool script local function rollBlunt(player) local screenGui = player.PlayerGui:WaitForChild("RollingGui") local progressBar = screenGui.Frame.Progress local tweenService = game:GetService("TweenService") -- Randomize difficulty based on Skill level local duration = math.clamp(5 - (player.Data.CraftingSkill / 10), 2, 5)

Elevating Your Roleplay: Implementing an Advanced Weed & Blunt System in Roblox

The taser fired. The screen went black. Respawning in 10...

This article is intended for educational and game design purposes only. Creating content related to drug use (including simulated smoking) may violate Roblox’s Community Standards if not contextualized properly (e.g., as a fictional “herbal” or “medicinal” item in a fantasy setting). Always review Roblox’s Terms of Service before publishing. This guide focuses on the mechanics of a stateful, progressive item system.

Implement subtle post-processing effects, such as a soft glow or increased color vibrancy, to signify the "buff" or restorative effect the item provides.