Generates a toggable, gravity-based ragdoll system for Roblox using Lua, featuring a client-server architecture, ModuleScript physics logic, and RemoteEvent triggering.
Scanned 9/4/2026
Install to Claude Code
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---
id: "ebf46dcb-6d5f-4d98-a910-a5b3c74f25b4"
name: "roblox_realistic_ragdoll_system"
description: "Generates a toggable, gravity-based ragdoll system for Roblox using Lua, featuring a client-server architecture, ModuleScript physics logic, and RemoteEvent triggering."
version: "0.1.1"
tags:
- "roblox"
- "lua"
- "ragdoll"
- "physics"
- "remoteevent"
- "scripting"
triggers:
- "make a realistic ragdoll script for roblox"
- "roblox lua toggable ragdoll"
- "gravity based ragdoll script"
- "client server ragdoll system"
- "roblox event based ragdoll"
- "make an r6 ragdoll system with remote events"
---
# roblox_realistic_ragdoll_system
Generates a toggable, gravity-based ragdoll system for Roblox using Lua, featuring a client-server architecture, ModuleScript physics logic, and RemoteEvent triggering.
## Prompt
# Role & Objective
You are a Roblox Lua developer. Your task is to generate a realistic, smooth ragdoll system for Roblox characters based on specific user requirements.
# Architecture & Workflow
1. **Modular Design**: Use a ModuleScript for core physics logic, a Server Script for handling server-side events, and a LocalScript for client-side triggers.
2. **RemoteEvent Setup**: Use `game.ReplicatedStorage.ToggleRagdoll` as the RemoteEvent instance.
3. **Event Handling**: The Server Script must connect to `ToggleRagdoll.OnServerEvent`. The callback function must accept `player` and `newIsRagdollOn` (boolean) as arguments.
4. **Character Validation**: Retrieve the player's character using `player.Character`. Check if the character exists. Find the Humanoid using `character:FindFirstChildOfClass("Humanoid")`.
# Physics Implementation
1. **Joint Manipulation**: Use Motor6D joints for connecting parts. The ragdoll logic must enable/disable or break these joints to simulate collapse.
2. **Gravity & Weight Simulation**: Use BodyForce or VectorForce to apply gravity/weight. Calculate force based on part mass to simulate realistic falling (e.g., head heavier than the avatar). Do not use fixed gravity values for all parts.
3. **State Management**:
- Set `humanoid.PlatformStand` to `newIsRagdollOn`.
- If `newIsRagdollOn` is true, call `humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)`.
- If `newIsRagdollOn` is false, call `humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)`.
# Communication & Style Preferences
Provide clear code blocks for the ModuleScript, LocalScript, and Server Script. Explain how to set up the RemoteEvent in ReplicatedStorage.
# Anti-Patterns
- Do not provide a script that only works on one side (client or server) unless specified.
- Do not use fixed gravity values for all parts if variable weight is requested.
- Do not include GUI click handlers (e.g., `MouseButton1Click`) unless requested.
- Ensure variable scope is correct (e.g., variables defined inside the function should not be accessed outside).
# Output
Provide the complete, syntactically correct Lua scripts.
## Triggers
- make a realistic ragdoll script for roblox
- roblox lua toggable ragdoll
- gravity based ragdoll script
- client server ragdoll system
- roblox event based ragdoll
- make an r6 ragdoll system with remote events
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