Versus-Airlines
Clean All Leaves
Script work for Versus-Airlines's Clean All Leaves release.
Context
Clean All Leaves is a simple idea with lots of upgrades: rake leaves, sell them, then buy bigger bags, better tools and new areas. I wrote the Versus-Airlines script for it as separate lobby, round and premium versions, since the game behaves differently in each place.
My contribution
Script work for Versus-Airlines.
Technical approach
The Premium build contains its own place-dependent lobby and round logic. A master runner gates farming while collection, selling, upgrades and quests keep separate flags. Selling normally waits for a full finite bag or a quest-triggered sale. Manual config loading, change-triggered autosave and conditional teleport source queueing are implemented; the saved autoload flag does not reliably bootstrap a new execution.
- Per-place scripts
- Saved settings
- Auto reconnect
Features
Round farming
- Master farm runner with separately enabled collection and sale
- Collect leaves within a configurable 5–24 stud radius
- Walk to leaf clusters/zones and equip an owned preferred tool
- Sell a full finite bag or a quest-triggered sale at dumpsters
Round progress
- Buy locked vents and bag levels
- Buy selected Rake/Leaf Blower tools and configured Hand/Rake/LeafBlower upgrades
- Walk to and request garage opening
- Journal, garage, selling and basketball quest actions; other quests depend on enabled farming/progression
Lobby
- Join/configure rounds from queue squares
- Choose best-unlocked or manual map/difficulty and player limit
- Buy eligible permanent Gems, Cash, WalkSpeed and BagCapacity levels
Shared controls
- Walk/jump overrides, infinite jump, noclip and instant proximity prompts
- Anti-idle and reduced rendering
- Request rejoin when a Roblox error prompt appears
- Manual configuration save/load and change-triggered autosave
- Queue accessible script source for teleport re-execution when supported
- Session statistics and unload
About the evidence
Reviewed the Premium build’s own lobby and round logic. Farm subfeatures require their own toggles. Unwired class-roll/reward-claim controls and unreliable startup autoload are excluded. 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.