Run it
Copy the script and paste it into your executor.
SCRIPT_ID =
[SCRIPT_ID]
[SCRIPT_ID]()
scriptActive =
[SCRIPT_ID] = ()
scriptActive =
.CleanupConnections
_, conn (.CleanupConnections)
conn conn.Connected conn:()
.CurrentManagedParts
part, data (.CurrentManagedParts)
data.highlight data.highlight:()
()
player = .Players.LocalPlayer
myUsername = player.Name
R15_PER_PART =
R6_PER_PART =
UNIQUE_NAME =
RESPAWN_DELAY =
(humanoid)
healthPercent = .(humanoid.Health / humanoid.MaxHealth, , )
humanoid.MaxHealth >= healthPercent >=
.(, , )
healthPercent >
t = (healthPercent - ) /
.(, , ):(.(, , ), t)
healthPercent >
t = healthPercent /
.(, , ):(.(, , ), t)
.(, , )
.CurrentManagedParts = .CurrentManagedParts {}
managedParts = .CurrentManagedParts
checkedCache = {}
.CleanupConnections = {}
(target, model, isTool)
managedParts[target]
data = {
highlight = .(),
deathBurstHandled = ,
sourceModel = model,
feedbackTimer = isTool
}
h = data.highlight
h.Name = UNIQUE_NAME
h.DepthMode = .HighlightDepthMode.Occluded
h.FillTransparency =
h.OutlineTransparency =
h.FillColor = .(, , )
h.OutlineColor = .(, , )
h.Adornee = target
h.Parent = target
managedParts[target] = data
(obj)
checkedCache[obj]
checkedCache[obj] =
model = (obj:() obj) (obj:() obj:())
model
hum = model:()
isMatch = model.Name:(myUsername) (hum (hum.DisplayName:(myUsername) hum.Name:(myUsername)))
isMatch
usePerPart = hum ((hum.RigType == .HumanoidRigType.R15 R15_PER_PART) (hum.RigType == .HumanoidRigType.R6 R6_PER_PART))
usePerPart
obj:() (obj, model, obj:() ~= )
obj == model (model, model, )
(obj)
obj:() obj.Name ~= UNIQUE_NAME
.(()
obj obj.Parent obj:()
)
(obj)
(char)
char
.(RESPAWN_DELAY)
scriptActive
part, data (managedParts)
part:(.Workspace)
data.highlight data.highlight:()
managedParts[part] =
checkedCache[part] =
_, v (char:())
checkedCache[v] =
(v)
charConnection = player.CharacterAdded:((newChar)
(newChar)
)
.(.CleanupConnections, charConnection)
descendantConnection = .Workspace.DescendantAdded:(handleNewDescendant)
.(.CleanupConnections, descendantConnection)
player.Character
.(refreshCharacter, player.Character)
_, v (.Workspace:())
.(handleNewDescendant, v)
.(()
t_rainbow =
t_death =
scriptActive
part, data (managedParts)
part:(.Workspace)
data.highlight data.highlight:()
managedParts[part] =
checkedCache[part] =
h = data.highlight
hum = data.sourceModel:()
isDead = hum hum.Health <=
inWhiteMode = data.sourceModel:() (hum hum.MaxHealth >= )
data.feedbackTimer > data.feedbackTimer = .(, data.feedbackTimer - )
isDead
data.deathBurstHandled
h.FillColor = .(, , )
h.OutlineColor = .(, , )
data.deathBurstHandled =
t_death = t_death +
targetOutline = .(, , ):(.(, , ), (.(t_death) + ) / )
h.OutlineColor = h.OutlineColor:(targetOutline, )
h.FillColor = h.FillColor:(.(, , ):(targetOutline, ), )
inWhiteMode
r, g, b = .(t_rainbow)*+, .(t_rainbow+)*+, .(t_rainbow+)*+
h.FillColor = h.FillColor:(.(, , ), )
h.OutlineColor = h.OutlineColor:(.(r, g, b):(.(, , ), data.feedbackTimer), )
data.deathBurstHandled =
hColor = hum (hum) .(, , )
h.FillColor = h.FillColor:(.(, , ):(.(, , ), data.feedbackTimer), )
h.OutlineColor = h.OutlineColor:(hColor:(.(, , ), data.feedbackTimer), )
data.deathBurstHandled =
t_rainbow = t_rainbow +
.()
)Just a Player Cool Effect

Universal