Multi Hub
Blox Fruits
Script work for Multi Hub's Blox Fruits release.
Context
Blox Fruits is one of the biggest games on Roblox, with three seas, hundreds of bosses, items and quests, and updates that keep adding more. I wrote Multi Hub's Blox Fruits script as a full rebuild of an older version, organising game-specific routines into a maintainable modular release.
My contribution
Script work for Multi Hub.
Technical approach
The release is assembled from 17 modules covering shared helpers, game data, farming, world events, items, haki, styles, background jobs and interface startup. A priority-ordered scheduler chooses an active movement/combat task, while background jobs run separately. Item-specific handlers use sea, quest, currency and inventory checks. A universe guard checks the game before startup.
- Modular source
- Shared task scheduler
- Data-driven features
Features
Farming
- Level quests, nearest enemies and selected mobs, islands, bosses or materials
- Fruit and gun mastery finishers; sword mastery cycling toward a selected goal
- Local mob magnet for eligible nearby enemies
- Chest and berry collection with optional server hopping
Sea and world events
- Sea-beast, ship and selected sea-enemy combat in supported seas
- Boat navigation and searches for Mirage, Kitsune and Prehistoric islands
- Mirage gear/peak interactions and chest collection
- Kitsune statue, Azure Ember collection and conditional trades
- Volcano-event defense, nearby dino bones and enabled dragon-egg prompts
- Approach Frozen Watcher and request gate entry; allies and event conditions still apply
Race
- Supported Alchemist/Arowe race-upgrade steps in Second Sea
- Temple lever and V4 training/upgrade assistance with prerequisite checks
- Position at supported race doors; other players are still required
- Already-entered Human, Ghoul, Fishman, Mink, Skypiea and Cyborg trial routines
- Separate clock-room opponent combat
Items haki and styles
- Staged Saber, Rengoku, Midnight Blade, Tushita and Yama progression
- Darkbeard, Don Swan, Law and Cyborg quest/summoning steps
- Skull Guitar puzzle steps and conditional purchase
- Rainbow Haki quest progression and activation of owned haki colors
- Observation training and Citizen/Hungry Man steps for Ken V2
- Selected style mastery, mapped materials and purchase requests; not complete Fire Essence or Leviathan Heart acquisition
- Configured shop, crafting and equipment-upgrade requests
Raids fruits and travel
- Raid enemy combat and island movement; conditional chip/start/awakening requests
- Combat and exits within an already-loaded dungeon; no automatic matchmaking
- Find and pick up loaded ground-fruit objects
- Player-hunt quest assistance and selected-player following
- Travel to configured destinations in the current sea
Engineering challenge
Many features compete for movement and combat. The scheduler chooses the first active task; higher-priority tasks can defer lower-priority work. Current-sea checks and prerequisite status keep supported quest steps distinct from guaranteed completion.
About the evidence
Reviewed the assembled modular Multi Hub build. Features depend on the current sea, owned items, quest state and available events. Movement/combat tasks share a priority scheduler rather than all running at once. These lists follow implemented callbacks, not menu labels alone. The scripts were not executed or tested in a live game; game/API changes and server acceptance remain unverified.