DeflectState · IDLE
Skills
What I work in.
Languages
Core CS
Engineering
Roblox
Featured systems
Eight systems, built end to end.
Every entry below shipped inside a live project. Open one to read how it actually works.
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01
Clan Framework
Guild system with roles, ranks, and a real permission model.- Per-clan DataStore keys with session locking and atomic UpdateAsync membership writes
- ClanPermissions dependency graph — permissions depend on each other, UI gates in real time
- Affiliate/enemy system: dual-sided ally and enemy with send / accept / reject / cancel
- Join requests, ban/unban, kick, donations
- Clan rename with full DataStore key migration and member pointer repointing
- O(1) player-to-clan lookup via a lightweight index store
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02
Procedural Clan Icon System
3.2 billion possible clan logos from a 13-character string.- 7 layered sprite sheets composited at runtime
- FNV-1a hash + xorshift32 PRNG for deterministic generation
- ClanIcon and ClanIconRegistry modules, with a Python sprite-sheet packer
- Only 13 characters hit the DataStore per clan — no per-clan image uploads
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03
Clan Chat
Cross-server clan chat, built from scratch on MessagingService.- Per-clan MessagingService topics with JobId self-skip guards
- Ring buffer history, avatar portraits, pinned messages, unread counter
- Shift+Enter multiline input
- TypingGuard module wired across ~15 scripts so game keybinds never fire while typing
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04
Clan Announcements
A separate broadcast channel with priority levels.- /important command with a three-tier badge system
- Own tab, own persistence, independent of chat history
- Per-member mute controls via ClanMuteServices
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05
Notification System
Offline-safe, cross-server delivery.- Server-side DataStore persistence with batched writes
- 7 clan event types wired end to end
- NotificationSync keeps state consistent across servers
- Players who were offline receive queued notifications on join
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06
Abilities System
Slot-based active abilities, fully server-validated.- AbilitiesServices / AbilitiesControllers split
- Ability Points as a spendable currency with unlock and slot assignment
- ActivateAbility / FailedAbility round-trip — the client requests, the server can reject
- Context Action Service bindings return Pass rather than Sink on empty slots, so keys stay free
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07
Skills & Progression
An 8-skill RPG tree with respec and prestige.- Skills: Strength, Agility, Dexterity, Endurance, Foresight, Dash, Shield Bash, Attentive Fighter
- Skill Points currency with purchase, sell, and reset-all
- BackupSkills provides rollback safety on a failed respec
- Level system with XP events, plus a prestige loop
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08
Combat Framework
Server-authoritative close-quarters and projectile combat.Core loop
- Client plays the animation, server owns the damage — StrikeClient.lua and StrikeServer.lua
- Chain attacks with a timing window and a full-chain cooldown lockout
- Attacker is slowed mid-swing (16 → 14 walkspeed), restored on finish
- Per-player server state table, torn down on death, respawn and unequip
Deflect — the core skill mechanic
- 0.35s active window, 0.5s recovery for the defender
- Getting deflected costs 1.5s recovery and drops walkspeed to 4
- Incrementing tokens, so a stale deflect cannot cancel a newer one
- 10s hard cap failsafe; state clears on CharacterAdded, because attributes survive death
Anti-exploit
- Server verifies the reported hitbox size and rejects mismatches
- ForceField check before any damage resolves
- Damage never originates on the client — the client sends intent only
Projectile weapons
- Two weapon types with separate handlers — RangedServer.lua
- Ammo persisted as player attributes, survives respawn
- Refund on a cancelled draw, holster welding with per-weapon CFrame offsets
Knock and revive
- Downed state instead of instant death, with a revive prompt and timed circle
- Reviver auto-walks to the target; collision group swap and network ownership transfer
- One cleanup source of truth, so a mid-revive disconnect leaves no ghost state
Effects and config
- Damage-over-time effects (2 per tick, 1s tick, 15s), linked to a last-hit timestamp that interrupts consumables
- Tiered fall damage: 20/30/40/50 studs → 20/40/60/100 damage
- Per-weapon settings module with 23 tunable fields, 12 mobile buttons per weapon
Also built
The rest of the tree.
Character & physics
- Ragdoll system
- Footplant IK for R6 (velocity-gated, slope-aware)
- Corpse system
- Directional leaning
- Head movement
- Breath system
Inventory & UI
- Inventory system
- Custom hotbar
- Custom compass
- In-game UI layout editor
- Loading screen manager with generation tokens
- Stamina bar
Progression & economy
- Level and XP
- Prestige
- Tycoon games with upgrades and automation
- AFK reward worlds
- City builder economy
Resources & world
- Mining with animations and rewards
- Tree cutting, herb gathering, dynamic respawns
- Furs and meat harvesting
- Custom ownership zones
- Doors
- Water system
Vehicles
- Garage and dealership
- Car customization
Game modes
- Obstacle adventure games with lobby, spectating, cutscenes, ViewportFrame avatars
- Clicking simulator with rebirth, pets, save system
Services
- Bug fixing and performance optimization on existing codebases
Reel
Systems, running.
Contact
Have a system that needs building?
- Roblox
- RawMoxie
- Discord
- rawmoxie
- wuzair136@gmail.com
RawMoxie