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Sex Script - Roblox Pastebin Better ((free))

Guide: Scripting Relationships & Romantic Storylines in Roblox (with Pastebin)

Saving to Roblox DataStore (recommended):

local DataStoreService = game:GetService("DataStoreService")
local relationshipStore = DataStoreService:GetDataStore("RelationshipData")

game.Players.PlayerRemoving:Connect(function(player) local data = status = player.RelationshipStatus.Value, partner = player.Partner.Value, affection = player.Affection.Value relationshipStore:SetAsync(player.UserId, data) end)

4. Affection / Heart System

Add a NumberValue called "Affection" under each player. sex script roblox pastebin better

local affection = Instance.new("NumberValue")
affection.Name = "Affection"
affection.Value = 0
affection.Parent = player

Step 3: The "Filtering Enabled" Check

Roblox requires "FilteringEnabled" to prevent hacking. If a romantic script changes a player's appearance (e.g., forcing them to wear a wedding veil) without a RemoteEvent, it will break for everyone except the host.

Part 7: Beyond Pastebin – Expanding the Storyline

A raw script gives you the engine. You provide the fuel. To make your romantic storylines stand out, pair the Pastebin code with custom assets: Step 3: The "Filtering Enabled" Check Roblox requires

  1. Custom Animations: Use Moon Animator to create a "First Kiss" or "Gift Giving" animation. Reference the animation ID in the script.
  2. Environment Storytelling: When two players reach "Couple" status, the script should unlock a key to a shared house.
  3. Jealousy/Heartbreak Mechanics: Advanced scripts can include a "Betrayal" option that drops affection by 50 points, triggering a sad violin soundtrack.

Client-Side Script (LocalScript)

This LocalScript can be used to trigger events or GUIs for the relationship system.

-- RelationshipClient Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local function onButtonClick()
    -- Assuming a RemoteEvent to trigger createRelationship on the server
    local createRelationshipEvent = ReplicatedStorage:FindFirstChild("CreateRelationshipEvent")
    if createRelationshipEvent then
        createRelationshipEvent:FireServer(player, "PlayerNameHere", "Friend")
    end
end
-- Connect button click event
local button = script.Parent -- Assuming the button is a direct parent
button.MouseButton1Click:Connect(onButtonClick)

5. Breakup & Jealousy Mechanics

Allow players to "Break Up" via a GUI button. This resets both partners’ values. make sure to read it thoroughly

local breakUpEvent = Instance.new("RemoteEvent")
breakUpEvent.Name = "BreakUpEvent"
breakUpEvent.Parent = game.ReplicatedStorage

breakUpEvent.OnServerEvent:Connect(function(player) local partnerName = player.Partner.Value local partner = game.Players:FindFirstChild(partnerName) if partner then player.RelationshipStatus.Value = 3 -- broken partner.RelationshipStatus.Value = 3 player.Partner.Value = "" partner.Partner.Value = "" player.Affection.Value = 0 partner.Affection.Value = 0 end end)

Optional jealousy trigger: If a player starts flirting with a non-partner while dating, lose affection points.


Server-Side Script (Script)

This script will handle the server-side logic for relationships.

-- RelationshipSystem Script
local Players = game:GetService("Players")
local relationships = {}
local function createRelationship(player1, player2, type)
    -- Check if relationship already exists
    if relationships[player1.UserId] and relationships[player1.UserId][player2.UserId] then
        print("Relationship already exists.")
        return
    end
-- Initialize relationship
    if not relationships[player1.UserId] then
        relationships[player1.UserId] = {}
    end
    relationships[player1.UserId][player2.UserId] = type
if not relationships[player2.UserId] then
        relationships[player2.UserId] = {}
    end
    relationships[player2.UserId][player1.UserId] = type
print(player1.Name .. " and " .. player2.Name .. " are now " .. type)
end
local function endRelationship(player1, player2)
    if relationships[player1.UserId] and relationships[player1.UserId][player2.UserId] then
        relationships[player1.UserId][player2.UserId] = nil
        relationships[player2.UserId][player1.UserId] = nil
        print(player1.Name .. " and " .. player2.Name .. "'s relationship has ended.")
    end
end
-- Example usage:
-- Create a friendship
local player1 = Players:FindFirstChild("Player1")
local player2 = Players:FindFirstChild("Player2")
createRelationship(player1, player2, "Friend")
-- End a relationship
endRelationship(player1, player2)

4. Using Pastebin Scripts

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