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player = :().LocalPlayer
= :()
replicatedStorage = :()
proximityService = :()
pathfindingService = :()
runService = :()
CHECK_INTERVAL =
RAPID_INTERVAL =
USE_EXECUTOR_FIRE =
WALK_STOP_DISTANCE =
WALK_TIMEOUT =
BLACKLIST_DURATION =
STUCK_DETECTION_TIME =
USE_INTERVAL =
USE_CLICK_SIMULATION =
USE_REMOTE_FALLBACK =
COLLECT_ITEMS =
ITEM_COLLECT_RADIUS =
ITEM_COOLDOWN =
ITEM_FAIL_COOLDOWN =
TELEPORT_THRESHOLD =
isInTeleportMode =
TELEPORT_FOLLOW_DURATION =
promptBlacklist = {}
itemCooldown = {}
lastRootPosition =
(prompt)
untilTime = promptBlacklist[prompt]
untilTime untilTime > .()
(prompt, duration)
promptBlacklist[prompt] = .() + duration
(item)
untilTime = itemCooldown[item]
untilTime untilTime > .()
(item, duration)
itemCooldown[item] = .() + duration
()
character = player.Character
character
humanoid = character:()
humanoid
seatPart = humanoid.SeatPart
seatPart seatPart:()
(start, target)
path
success = (()
path = pathfindingService:({
AgentRadius = ,
AgentHeight = ,
AgentCanJump = ,
Costs = { Water = }
})
path:(start, target)
)
success path path.Status == .PathStatus.NoPath
waypoints = path:()
#waypoints ==
smoothed = { waypoints[] }
lastKeptIndex =
i = , #waypoints -
from = waypoints[lastKeptIndex].Position
to = waypoints[i + ].Position
raycastParams = RaycastParams.()
raycastParams.FilterType = .RaycastFilterType.Blacklist
raycastParams.FilterDescendantsInstances = {player.Character, :()}
result = :(from, (to - from).Unit * (to - from).Magnitude, raycastParams)
result
.(smoothed, waypoints[i])
lastKeptIndex = i
.(smoothed, waypoints[#waypoints])
smoothed
(targetPart, stopDistance, targetIdentifier)
targetPart targetPart:()
character = player.Character
character
character = player.CharacterAdded:()
humanoid = character:()
rootPart = character:()
(rootPart.Position - targetPart.Position).Magnitude <= stopDistance
startTime = .()
lastPosition = rootPart.Position
stuckStart =
.() - startTime < WALK_TIMEOUT
currentPos = rootPart.Position
distanceMoved = (currentPos - lastPosition).Magnitude
isClimbing = humanoid:() == .HumanoidStateType.Climbing
distanceMoved < isClimbing
stuckStart
stuckStart = .()
.() - stuckStart >= STUCK_DETECTION_TIME
(, STUCK_DETECTION_TIME, , targetIdentifier targetPart:())
stuckStart =
lastPosition = currentPos
waypoints = (rootPart.Position, targetPart.Position)
waypoints
.()
_, waypoint (waypoints)
humanoid:(waypoint.Position)
arrived = humanoid.MoveToFinished:()
arrived
(rootPart.Position - targetPart.Position).Magnitude <= stopDistance
.()
(, targetIdentifier targetPart:())
(prompt)
prompt prompt:() prompt.Enabled
USE_EXECUTOR_FIRE
(, prompt)
(proximityService.FirePrompt, proximityService, prompt, player)
()
prompts = {}
drop = :()
drop
_, crate (drop:())
center = crate:()
center
prompt = center:()
prompt prompt:() prompt.Enabled
.(prompts, prompt)
prompts
()
items = {}
droppedFolder = :()
droppedFolder
_, item (droppedFolder:())
item:() item.Transparency <
.(items, item)
items
(duration)
startTime = .()
.() - startTime < duration
players = :():()
otherPlayers = {}
_, p (players)
p ~= player
.(otherPlayers, p)
#otherPlayers ==
()
target = otherPlayers[.(, #otherPlayers)]
(, target.Name, )
followStart = .()
.() - followStart < .() - startTime < duration
targetChar = target.Character
targetChar
targetRoot = targetChar:()
targetRoot
character = player.Character
character
humanoid = character:()
rootPart = character:()
humanoid rootPart
waypoints = (rootPart.Position, targetRoot.Position)
waypoints
_, waypoint (waypoints)
.() - startTime >= duration
humanoid:(waypoint.Position)
arrived = humanoid.MoveToFinished:()
arrived
.()
()
()
isInTeleportMode
isInTeleportMode =
.(()
(TELEPORT_FOLLOW_DURATION)
isInTeleportMode =
)
.(()
isInTeleportMode
.(RAPID_INTERVAL)
prompt2 = :()
.Chest:()
.Chest.PositionA:()
.Chest.PositionA.Lock:()
prompt2 prompt2.Enabled (prompt2)
(prompt2)
.(RAPID_INTERVAL)
)
.(()
isInTeleportMode
.(CHECK_INTERVAL)
prompts1 = ()
#prompts1 >
character = player.Character
rootPart = character character:()
rootPart
currentPos = rootPart.Position
lastRootPosition (currentPos - lastRootPosition).Magnitude > TELEPORT_THRESHOLD
()
()
lastRootPosition = currentPos
inVehicle = ()
validPrompts = {}
_, p (prompts1)
(p)
.(validPrompts, p)
.(validPrompts, (a, b)
distA = (a.Parent.Position - rootPart.Position).Magnitude
distB = (b.Parent.Position - rootPart.Position).Magnitude
distA < distB
)
_, prompt (validPrompts)
prompt prompt.Enabled (prompt)
targetPart = prompt.Parent
targetPart targetPart:()
dist = (targetPart.Position - rootPart.Position).Magnitude
inVehicle
dist <= (prompt.MaxActivationDistance )
(prompt)
success = (targetPart, WALK_STOP_DISTANCE, )
success
(prompt)
.()
(prompt, BLACKLIST_DURATION)
()
.(CHECK_INTERVAL)
)
()
potionTool = replicatedStorage:()
replicatedStorage.AirdropSystem:()
replicatedStorage.AirdropSystem.Tools:()
useRemote = potionTool potionTool:()
potionTool
()
()
()
character = player.Character
character
character = player.CharacterAdded:()
humanoid = character:()
humanoid
toolInCharacter = character:()
toolInCharacter
backpack = player:()
backpack
toolInBackpack = backpack:()
toolInBackpack
toolInBackpack.Parent = character
toolInCharacter = character:(, )
toolInCharacter
()
humanoid:() ~= toolInCharacter
humanoid:(toolInCharacter)
USE_CLICK_SIMULATION
(()
toolInCharacter:()
()
)
USE_REMOTE_FALLBACK useRemote
useRemote:()
(()
useRemote:()
()
)
useRemote:()
(()
result = useRemote:()
(, result)
)
.(()
isInTeleportMode
.(USE_INTERVAL)
()
.(USE_INTERVAL)
)
()
COLLECT_ITEMS
.(()
isInTeleportMode
.(CHECK_INTERVAL)
items = ()
now = .()
_, item (items)
item item.Parent (item)
success = (item, ITEM_COLLECT_RADIUS, )
success
(item, ITEM_COOLDOWN)
(item, ITEM_FAIL_COOLDOWN)
.(CHECK_INTERVAL)
)
()
This script is inspired by Supratman Roll To Claim UGC - Advanced Automation Script Overview This is an open-source, multi-threaded automation script engineered specifically for the Roblox experience Roll To Claim UGC (Place ID: 101468625621912). The script is designed to optimize the player's farming efficiency by managing proximity prompt interactions, inventory collection, buff application, and complex environment traversal with minimal player input. Unlike basic auto-clickers, this script features a robust Pathfinding Engine and State Detection System that dynamically responds to the game's unique mechanics, including vehicle usage, player teleportation, and stuck prevention. Core Architecture & Features 1. Strict Environment Enforcement Feature Implementation Detail Place‑ID Lock The script performs an immediate pre-flight check using game.PlaceId. Execution halts instantly if launched in any other experience, preventing potential misuse or detection in incompatible games. 2. Dual Proximity Prompt Automation The script distinguishes between two distinct interaction types, treating them with separate concurrency models to maximize actions per minute (APM). Prompt Type
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