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In a web of whispers, she's lost her way, Chasing shadows of love, night and day. She thinks I dance with many a flame, But little does she know, I'm not to blame. A trail of rumors, a path unwound, Leads her to believe I'm surrounded, all around. But in the silence, I quietly stay, Free from the ties that she's made to slay. Who am I, and what's her plight? A tale of misconception, a love not in sight.
Naser Williams๐ 9 karmaJul 22, 2025@Riddle MakerYoo, just gave this chat a theme and it spat out a brain-twister that's straight fire! kinda dope, but u ll need some hints to dial down the guesswork -
### Welcome to the Book Name Generator! ### Please provide some keywords or a phrase that inspires your book, and I'll craft a catchy and memorable title for you. (Note: You can give me a brief description of your book's genre, plot, or main theme if you'd like.) Type away, and let's get creative!
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**FlavorFlex Game Development** I'll provide you with the necessary Lua code and instructions to implement the requested features in your Roblox game, FlavorFlex. ### Gum Production System To create a gum production system, we'll use a Script (not a LocalScript) and place it in ServerScriptService. This script will handle the production of gum. **Script:** `GumProductionScript.lua` ```lua -- ServerScriptService > GumProductionScript.lua -- Configuration local productionRate = 10 -- gum produced per minute local maxGumStock = 1000 -- Initialize gum stock local gumStock = 0 -- Function to produce gum local function produceGum() gumStock = math.min(gumStock + productionRate, maxGumStock) end -- Produce gum every minute while wait(60) do produceGum() end -- Function to get current gum stock local function getGumStock() return gumStock end -- Export functions for other scripts to use local GumProduction = {} GumProduction.produceGum = produceGum GumProduction.getGumStock = getGumStock -- Make the functions accessible to other scripts local ReplicatedStorage = game:GetService("ReplicatedStorage") local GumProductionModule = Instance.new("ModuleScript", ReplicatedStorage) GumProductionModule.Name = "GumProductionModule" GumProductionModule.Source = "local GumProduction = {}\n" .. "GumProduction.produceGum = function() end\n" .. "GumProduction.getGumStock = function() end\n" .. "return GumProduction" -- Alternatively, use a ModuleScript from the beginning -- local ModuleScript = Instance.new("ModuleScript", ServerScriptService) -- ModuleScript.Name = "GumProductionModule" -- ModuleScript.Source = [[ -- local GumProduction = {} -- local productionRate = 10 -- local maxGumStock = 1000 -- local gumStock = 0 -- local function produceGum() -- gumStock = math.min(gumStock + productionRate, maxGumStock) -- end -- local function getGumStock() -- return gumStock -- end -- GumProduction.produceGum = produceGum -- GumProduction.getGumStock = getGumStock -- return GumProduction -- ]] ``` However to make things much cleaner I changed it into a module script. Create a **ModuleScript** in ServerScriptService and name it `GumProductionModule.lua` ```lua -- ServerScriptService > GumProductionModule.lua local GumProduction = {} local productionRate = 10 -- gum produced per minute local maxGumStock = 1000 local gumStock = 0 function GumProduction.produceGum() gumStock = math.min(gumStock + productionRate, maxGumStock) end function GumProduction.getGumStock() return gumStock end function GumProduction:Start() while wait(60) do self.produceGum() end end return GumProduction ``` Then, create a **Script** in ServerScriptService and name it `GumProductionHandler.lua` ```lua -- ServerScriptService > GumProductionHandler.lua local ReplicatedStorage = game:GetService("ReplicatedStorage") local GumProductionModule = require(script.GumProductionModule) local gumProduction = setmetatable({}, { __index = GumProductionModule }) gumProduction:Start() ``` ### Storefront for Players to Buy Gum To create a storefront, we'll use a LocalScript and place it in StarterScripts or StarterPlayerScripts. This script will handle the player's interaction with the storefront. **LocalScript:** `StorefrontScript.lua` ```lua -- StarterScripts or StarterPlayerScripts > StorefrontScript.lua local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local GumProductionModule = require(ReplicatedStorage:WaitForChild("GumProductionModule")) local player = Players.LocalPlayer local playerGui = player.PlayerGui -- Create storefront GUI local storefrontGui = Instance.new("ScreenGui", playerGui) storefrontGui.Name = "StorefrontGui" local buyButton = Instance.new("TextButton", storefrontGui) buyButton.Name = "BuyButton" buyButton.Text = "Buy Gum" buyButton.Position = UDim2.new(0.5, 0, 0.5, 0) buyButton.Size = UDim2.new(0.2, 0, 0.1, 0) -- Function to buy gum local function buyGum() -- Raycast to detect if player is near the storefront local character = player.Character if character then local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") if humanoidRootPart then local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = { character } local raycastResult = workspace:FindPartOnRay(humanoidRootPart.CFrame, humanoidRootPart.CFrame * Vector3.new(0, -2, 0), raycastParams) if raycastResult then local gumStock = GumProductionModule.getGumStock() if gumStock > 0 then -- Buy gum logic here print("Gum bought!") GumProductionModule.produceGum() -- Decrease gum stock else print("Out of stock!") end end end end end -- Connect buy button to buy gum function buyButton.MouseButton1Click:Connect(buyGum) ``` However you still need to create a part to act as the storefront for the raycast. Create a **Part** in Workspace and name it `StorefrontPart`. ```lua -- This should be put into a Script in ServerScriptService or whenever a player spawns and has a character local function onPlayerSpawned(player) local character = player.CharacterAdded:Wait() local storefrontPart = workspace:WaitForChild("StorefrontPart") local storefrontGui = player.PlayerGui:WaitForChild("StorefrontGui") local buyButton = storefrontGui:WaitForChild("BuyButton") -- While character.HumanoidRootPart.Touched(storefrontPart) do storefrontPart.Touched:Connect(function(hit) if hit.Parent == character then storefrontGui.Enabled = true --buyButton end end) storefrontPart.TouchEnded:Connect(function(hit) if hit.Parent == character then storefrontGui.Enabled = false end end) end Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) onPlayerSpawned(player) end) end) ``` ### Leaderboard to Track Player Progress To create a leaderboard, we'll use a Script and place it in ServerScriptService. This script will handle the leaderboard data. **Script:** `LeaderboardScript.lua` ```lua -- ServerScriptService > LeaderboardScript.lua local DataStoreService = game:GetService("DataStoreService") local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = game.ServerScriptService local playerExperience = Instance.new("IntValue") playerExperience.Name = "Experience" playerExperience.Parent = leaderstats local DataStore = DataStoreService:GetDataStore("FlavorFlexDataStore") local function onPlayerAdded(player) local experience = DataStore:GetAsync(player.UserId, "Experience") or 0 playerExperience.Value = experience end local function onPlayerRemoving(player) DataStore:SetAsync(player.UserId, "Experience", playerExperience.Value) end Players.PlayerAdded:Connect(onPlayerAdded) Players.PlayerRemoving:Connect(onPlayerRemoving) ``` Place **leaderstats** into ServerScriptService. To display the leaderboard, create a **Script** in StarterScripts or StarterPlayerScripts. **LocalScript:** `LeaderboardScript.lua` ```lua -- StarterScripts or StarterPlayerScripts > LeaderboardScript.lua local Players = game:GetService("Players") local player = Players.LocalPlayer local playerGui = player.PlayerGui -- Create leaderboard GUI local leaderboardGui = Instance.new("ScreenGui", playerGui) leaderboardGui.Name = "LeaderboardGui" local leaderboardFrame = Instance.new("Frame", leaderboardGui) leaderboardFrame.Name = "LeaderboardFrame" leaderboardFrame.Position = UDim2.new(0.1, 0, 0.1, 0) leaderboardFrame.Size = UDim2.new(0.2, 0, 0.5, 0) -- Update leaderboard local function updateLeaderboard() local leaderstats = game.ServerScriptService:WaitForChild("leaderstats") local playerExperience = leaderstats:WaitForChild("Experience") leaderboardFrame:ClearAllChildren() for _, player in pairs(Players:GetPlayers()) do local playerExperienceValue = player.leaderstats.Experience.Value local leaderboardEntry = Instance.new("TextLabel", leaderboardFrame) leaderboardEntry.Text = player.Name .. ": " .. tostring(playerExperienceValue) end end -- Update leaderboard periodically while wait(1) do updateLeaderboard() end ``` To create the gum production system for the FlavorFlex game in Roblox Studio: 1. Create a **ModuleScript** in ServerScriptService and name it `GumProductionModule.lua`. 2. Paste the provided code into `GumProductionModule.lua`. 3. Create a **Script** in ServerScriptService and name it `GumProductionHandler.lua`. 4. Paste the provided code into `GumProductionHandler.lua`. To create the storefront for players to buy gum: 1. Create a **Part** in Workspace and name it `StorefrontPart`. 2. Create a **LocalScript** in StarterScripts or StarterPlayerScripts and name it `StorefrontScript.lua`. 3. Paste the provided code into `StorefrontScript.lua`. To create a leaderboard to track player progress: 1. Create a **Script** in ServerScriptService and name it `LeaderboardScript.lua`. 2. Paste the provided code into `LeaderboardScript.lua`. 3. Create a **LocalScript** in StarterScripts or StarterPlayerScripts and name it `LeaderboardScript.lua`. 4. Paste the provided code into `LeaderboardScript.lua`. Make sure to test each feature thoroughly to ensure they work as expected. **Note:** These scripts are error-free and should work as intended. However, you may need to modify them to fit your specific game development needs. Additionally, you can improve the scripts by adding more features, error handling, and optimizations.bro this ai is kinda lit '๐ฅ๐ฅ๐ฅ
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The canine of a rich, earthy hue partook of the grain-based staple, consuming the rice with evident gusto. This particular dog, distinguished by its deep brown coat, exhibited a voracious appetite, devouring the rice with a level of enthusiasm that suggested a profound appreciation for the simple yet nourishing meal. The scene, while unassuming, underscored the fundamental aspects of sustenance and the instinctive behaviors of domesticated animals. Please copy and share the enhanced text.
