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Script – Flower Incremental

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Your script:

				
					-- Change this value at the top to change all upgrades to that number.
--// Keep Upgrading Flowers == OP
--// You can remove any you don't need but some like spawn and cut range actually works. (I'm too lazy to find out)


local newValue = 10000

local player = game:GetService("Players").LocalPlayer
local upgradesFolder = player.Upgrades

local upgradesList = {
    "Automation_AutoCollectInterval",
    "Automation_AutoFlowerUpgrades",
    "Automation_AutoFlowerUpgradesInterval",
    "Automation_AutoFlowers",
    "Automation_AutoIceFlowerUpgrades",
    "Automation_AutoIceFlowers",
    "Automation_AutoLevelUpgrades",
    "Automation_AutoPhotosynthesisUpgrades",
    "Bloom_MoreBloom",
    "Bloom_MoreFlowers",
    "Bloom_MorePetals",
    "Bloom_MoreXP",
    "Bloom_ReduceInterval",
    "Botanify_MoreBloom",
    "Botanify_MorePetals",
    "Compost_LeavesCooldown",
    "Compost_MoreLeaves",
    "Compost_MorePP",
    "Compost_MorePollen",
    "Divinify_MoreSkyFlowers",
    "EasterCore_EasterTitle",
    "EasterCore_RuneBulk",
    "EasterCore_World1Stats",
    "EasterCore_World2Stats",
    "Easter_MoreEasterEggs",
    "Easter_ReduceInterval",
    "Flourish_MoreBloom",
    "Flourish_MoreCrystals",
    "Flourish_MoreEssence",
    "Flourish_MoreIceFlowers",
    "Flowers_MoreCap",
    "Flowers_MoreFlowers",
    "Flowers_MoreMoveSpeed",
    "Flowers_MoreXP",
    "Flowers_PPMultiplier",
    "Flowers_ReduceInterval",
    "Frostify_IceFlowersMultiplier",
    "Frostify_IceMultiplier",
    "Frostify_StageXPMultiplier",
    "Garden_FlowersBushInterval",
    "Garden_MoreFlowersBush",
    "Garden_MorePhotosynthesisTree",
    "Garden_MorePollenFlower",
    "Garden_PhotosynthesisTreeInterval",
    "Garden_PollenFlowerInterval",
    "Garden_UnlockFlowersBush",
    "Garden_UnlockPhotosynthesisTree",
    "Garden_UnlockPollenFlower",
    "Glaciate_CrystalsMultiplier",
    "Glaciate_FlowersMultiplier",
    "Glaciate_IceFlowersMultiplier",
    "Glaciate_StageXPMultiplier",
    "Glaciate_XPMultiplier",
    "IceFlower_IceFlowersCooldown",
    "IceFlower_IceMultiplier",
    "IceFlower_MoreIceFlowers",
    "IceFlower_MoreStageXP",
    "LeavesCutter_MoreCrystals",
    "LeavesCutter_MoreHalfLeavesGain",
    "LeavesCutter_MoreLeaves",
    "LeavesCutter_MoreNPoints",
    "Leaves_LeavesCooldown",
    "Leaves_MoreIce",
    "Leaves_MoreLeaves",
    "Leaves_MoreNPoints",
    "Levels_MoreCap",
    "Levels_MoreCutRange",
    "Levels_MoreFlowers",
    "Levels_MoreXP",
    "Photosynthesis_FlowersMultiplier",
    "Photosynthesis_MoreCap",
    "Photosynthesis_MorePollen",
    "Photosynthesis_ReduceInterval",
    "Photosynthesis_XPMultiplier",
    "Pollination_MoreFlowers",
    "Pollination_MoreGardenStats",
    "Pollination_MorePP",
    "Pollination_MoreXP",
    "Rune_RuneBulk",
    "Rune_RuneCooldown",
    "Rune_RuneGems",
    "Rune_RuneLuck",
    "Sapphire_MoreCrystals",
    "Sapphire_MoreFlowers",
    "Sapphire_MoreIceFlowers",
    "Sapphire_MorePP",
    "Sapphire_MorePollen",
    "Sapphire_MoreXP",
    "SkyFlower_ButtonCooldown",
    "SkyFlower_MoreDivineFragments",
    "SkyFlower_MoreHalfLeaves",
    "SkyFlower_MoreSkyFlowers",
    "SkyFlower_UnlockButton",
    "Stellarize_FlowersMultiplier",
    "Stellarize_MoreIce",
    "Stellarize_MoreIceFlowers",
    "Stellarize_MoreStarsCap",
    "Stellarize_PPMultiplier",
    "Stellarize_PollenMultiplier",
    "Stellarize_XPMultiplier",
}

for _, upgradeName in ipairs(upgradesList) do
    local upgrade = upgradesFolder:FindFirstChild(upgradeName)
    if upgrade and upgrade:IsA("NumberValue") then
        upgrade.Value = newValue
        print(upgradeName .. " updated to " .. tostring(newValue))
    else
        warn("Upgrade '" .. upgradeName .. "' not found or is not a NumberValue.")
    end
end
				
			

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