Help on fixing old messy code

I have this script lying around, I’ve used it for awhile now. But I really want to make the script more organized and easy to read. (An old script made by me.)

local tweenSerivce = game:GetService("TweenService")
local dayLighting = script.dayLighting
local nightLighting = script.nightLighting
local lighting = game:GetService("Lighting")
local atmos = lighting:FindFirstChild("atmos")
local bloom = lighting:FindFirstChild("bloom")
local colorCorrection = lighting:FindFirstChild("colorCorrection")
local DoF = lighting:FindFirstChild("dof")
local sunRays = lighting:FindFirstChild("sunRays")

if not atmos and not bloom and not colorCorrection and not DoF and not sunRays then
	warn("All Children are missing! Creating new ones...")
	
	local newAtmos = Instance.new("Atmosphere")
	newAtmos.Name = "atmos"
	newAtmos.Parent = lighting
	newAtmos.Density = dayLighting.atmosDensity.Value
	newAtmos.Offset = dayLighting.atmosOffset.Value
	newAtmos.Color = dayLighting.atmosColor.Value
	newAtmos.Decay = dayLighting.atmosDecay.Value
	newAtmos.Glare = dayLighting.atmosGlare.Value
	newAtmos.Haze = dayLighting.atmosHaze.Value
	
	local newBloom = Instance.new("BloomEffect")
	newBloom.Name = "bloom"
	newBloom.Parent = lighting
	newBloom.Size = dayLighting.bloomSize.Value
	newBloom.Intensity = dayLighting.bloomInstensity.Value
	newBloom.Threshold = dayLighting.bloomThreshold.Value
	
	local newColorCorrection = Instance.new("ColorCorrectionEffect")
	newColorCorrection.Name = "colorCorrection"
	newColorCorrection.Parent = lighting
	newColorCorrection.Brightness = dayLighting.ccBrightness.Value
	newColorCorrection.Contrast = dayLighting.ccContrast.Value
	newColorCorrection.Saturation = dayLighting.ccSaturation.Value
	newColorCorrection.TintColor = dayLighting.ccTint.Value
	
	
	local newDoF = Instance.new("DepthOfFieldEffect")
	newDoF.Name = "dof"
	newDoF.Parent = lighting
	newDoF.FarIntensity = dayLighting.dofFarIntensity.Value
	newDoF.FocusDistance = dayLighting.dofFocusDistance.Value
	newDoF.InFocusRadius = dayLighting.dofInFocusRadius.Value
	newDoF.NearIntensity = dayLighting.dofNearIntensity.Value
	
	local newSunRays = Instance.new("SunRaysEffect")
	newSunRays.Name = "sunRays"
	newSunRays.Parent = lighting
	newSunRays.Intensity = dayLighting.srIntensity.Value
	newSunRays.Spread = dayLighting.srSpread.Value
	
	atmos=newAtmos;
	bloom=newBloom; 
	colorCorrection=newColorCorrection; 
	DoF=newDoF; 
	sunRays=newSunRays;
end

local tweenInfo = TweenInfo.new(5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)

local dayTweens = {
	["Atmos"] = tweenSerivce:Create(atmos, tweenInfo, {
		Density = dayLighting.atmosDensity.Value, 
		Offset = dayLighting.atmosOffset.Value,
		Color = dayLighting.atmosColor.Value,
		Decay = dayLighting.atmosDecay.Value,
		Glare = dayLighting.atmosGlare.Value,
		Haze = dayLighting.atmosHaze.Value
	}),
	
	["Bloom"] = tweenSerivce:Create(bloom, tweenInfo, {
		Intensity = dayLighting.bloomInstensity.Value,
		Size = dayLighting.bloomSize.Value,
		Threshold = dayLighting.bloomThreshold.Value
	}),
	
	["colorCorrection"] = tweenSerivce:Create(colorCorrection, tweenInfo, {
		Brightness = dayLighting.ccBrightness.Value,
		Contrast = dayLighting.ccContrast.Value,
		Saturation = dayLighting.ccSaturation.Value,
		TintColor = dayLighting.ccTint.Value
	}),
	
	["DoF"] = tweenSerivce:Create(DoF, tweenInfo, {
		FarIntensity = dayLighting.dofFarIntensity.Value,
		FocusDistance = dayLighting.dofFocusDistance.Value,
		InFocusRadius = dayLighting.dofInFocusRadius.Value,
		NearIntensity = dayLighting.dofNearIntensity.Value
	}),
	
	["sunRays"] = tweenSerivce:Create(sunRays, tweenInfo, {
		Intensity = dayLighting.srIntensity.Value,
		Spread = dayLighting.srSpread.Value
	}),
}

local nightTweens = {
	["Atmos"] = tweenSerivce:Create(atmos, tweenInfo, {
		Density = nightLighting.atmosDensity.Value, 
		Offset = nightLighting.atmosOffset.Value,
		Color = nightLighting.atmosColor.Value,
		Decay = nightLighting.atmosDecay.Value,
		Glare = nightLighting.atmosGlare.Value,
		Haze = nightLighting.atmosHaze.Value
	}),

	["Bloom"] = tweenSerivce:Create(bloom, tweenInfo, {
		Intensity = nightLighting.bloomInstensity.Value,
		Size = nightLighting.bloomSize.Value,
		Threshold = nightLighting.bloomThreshold.Value
	}),

	["colorCorrection"] = tweenSerivce:Create(colorCorrection, tweenInfo, {
		Brightness = nightLighting.ccBrightness.Value,
		Contrast = nightLighting.ccContrast.Value,
		Saturation = nightLighting.ccSaturation.Value,
		TintColor = nightLighting.ccTint.Value
	}),

	["DoF"] = tweenSerivce:Create(DoF, tweenInfo, {
		FarIntensity = nightLighting.dofFarIntensity.Value,
		FocusDistance = nightLighting.dofFocusDistance.Value,
		InFocusRadius = nightLighting.dofInFocusRadius.Value,
		NearIntensity = nightLighting.dofNearIntensity.Value
	}),

	["sunRays"] = tweenSerivce:Create(sunRays, tweenInfo, {
		Intensity = nightLighting.srIntensity.Value,
		Spread = nightLighting.srSpread.Value
	}),
}

lighting:GetPropertyChangedSignal("ClockTime"):Connect(function()
	if lighting.ClockTime > 18 or lighting.ClockTime < 6 then
		nightTweens.Atmos:Play()
		nightTweens.Bloom:Play()
		nightTweens.colorCorrection:Play()
		nightTweens.DoF:Play()
		nightTweens.sunRays:Play()
	elseif lighting.ClockTime < 18 or lighting.ClockTime > 6 then
		dayTweens.Atmos:Play()
		dayTweens.Bloom:Play()
		dayTweens.colorCorrection:Play()
		dayTweens.DoF:Play()
		dayTweens.sunRays:Play()
	end	
end)

This script uses a folder of the lighting objects’ properties.

Any help would be appreciated :d

And also if I’m using the wrong tags, please tell me

You can try to make it smaller by doing this and using this code:

local tweenSerivce = game:GetService("TweenService")

local dayLighting = script.dayLighting
local nightLighting = script.nightLighting~

local lighting = game:GetService("Lighting")

local atmos = lighting:FindFirstChild("atmos")
local bloom = lighting:FindFirstChild("bloom")
local colorCorrection = lighting:FindFirstChild("colorCorrection")
local DoF = lighting:FindFirstChild("dof")
local sunRays = lighting:FindFirstChild("sunRays")

if atmos == nil and bloom == nil and colorCorrection == nil and DoF == nil and sunRays == nil then
	warn("All Children are missing! Creating new ones...")
	
	local newAtmos = Instance.new("Atmosphere")

	newAtmos.Name = "atmos"
	newAtmos.Parent = lighting

	newAtmos.Density = dayLighting.atmosDensity.Value
	newAtmos.Offset = dayLighting.atmosOffset.Value
	newAtmos.Color = dayLighting.atmosColor.Value
	newAtmos.Decay = dayLighting.atmosDecay.Value
	newAtmos.Glare = dayLighting.atmosGlare.Value
	newAtmos.Haze = dayLighting.atmosHaze.Value
	
	local newBloom = Instance.new("BloomEffect")
	newBloom.Name = "bloom"
	newBloom.Parent = lighting
	newBloom.Size = dayLighting.bloomSize.Value
	newBloom.Intensity = dayLighting.bloomInstensity.Value
	newBloom.Threshold = dayLighting.bloomThreshold.Value
	
	local newColorCorrection = Instance.new("ColorCorrectionEffect")
	newColorCorrection.Name = "colorCorrection"
	newColorCorrection.Parent = lighting
	newColorCorrection.Brightness = dayLighting.ccBrightness.Value
	newColorCorrection.Contrast = dayLighting.ccContrast.Value
	newColorCorrection.Saturation = dayLighting.ccSaturation.Value
	newColorCorrection.TintColor = dayLighting.ccTint.Value
	
	
	local newDoF = Instance.new("DepthOfFieldEffect")
	newDoF.Name = "dof"
	newDoF.Parent = lighting
	newDoF.FarIntensity = dayLighting.dofFarIntensity.Value
	newDoF.FocusDistance = dayLighting.dofFocusDistance.Value
	newDoF.InFocusRadius = dayLighting.dofInFocusRadius.Value
	newDoF.NearIntensity = dayLighting.dofNearIntensity.Value
	
	local newSunRays = Instance.new("SunRaysEffect")
	newSunRays.Name = "sunRays"
	newSunRays.Parent = lighting
	newSunRays.Intensity = dayLighting.srIntensity.Value
	newSunRays.Spread = dayLighting.srSpread.Value
	
	atmos=newAtmos;
	bloom=newBloom; 
	colorCorrection=newColorCorrection; 
	DoF=newDoF; 
	sunRays=newSunRays;
end

local tweenInfo = TweenInfo.new(5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)

local dayTweens = {
	["Atmos"] = tweenSerivce:Create(atmos, tweenInfo, {
		Density = dayLighting.atmosDensity.Value, 
		Offset = dayLighting.atmosOffset.Value,
		Color = dayLighting.atmosColor.Value,
		Decay = dayLighting.atmosDecay.Value,
		Glare = dayLighting.atmosGlare.Value,
		Haze = dayLighting.atmosHaze.Value
	}),
	
	["Bloom"] = tweenSerivce:Create(bloom, tweenInfo, {
		Intensity = dayLighting.bloomInstensity.Value,
		Size = dayLighting.bloomSize.Value,
		Threshold = dayLighting.bloomThreshold.Value
	}),
	
	["colorCorrection"] = tweenSerivce:Create(colorCorrection, tweenInfo, {
		Brightness = dayLighting.ccBrightness.Value,
		Contrast = dayLighting.ccContrast.Value,
		Saturation = dayLighting.ccSaturation.Value,
		TintColor = dayLighting.ccTint.Value
	}),
	
	["DoF"] = tweenSerivce:Create(DoF, tweenInfo, {
		FarIntensity = dayLighting.dofFarIntensity.Value,
		FocusDistance = dayLighting.dofFocusDistance.Value,
		InFocusRadius = dayLighting.dofInFocusRadius.Value,
		NearIntensity = dayLighting.dofNearIntensity.Value
	}),
	
	["sunRays"] = tweenSerivce:Create(sunRays, tweenInfo, {
		Intensity = dayLighting.srIntensity.Value,
		Spread = dayLighting.srSpread.Value
	}),
}

local nightTweens = {
	["Atmos"] = tweenSerivce:Create(atmos, tweenInfo, {
		Density = nightLighting.atmosDensity.Value, 
		Offset = nightLighting.atmosOffset.Value,
		Color = nightLighting.atmosColor.Value,
		Decay = nightLighting.atmosDecay.Value,
		Glare = nightLighting.atmosGlare.Value,
		Haze = nightLighting.atmosHaze.Value
	}),

	["Bloom"] = tweenSerivce:Create(bloom, tweenInfo, {
		Intensity = nightLighting.bloomInstensity.Value,
		Size = nightLighting.bloomSize.Value,
		Threshold = nightLighting.bloomThreshold.Value
	}),

	["colorCorrection"] = tweenSerivce:Create(colorCorrection, tweenInfo, {
		Brightness = nightLighting.ccBrightness.Value,
		Contrast = nightLighting.ccContrast.Value,
		Saturation = nightLighting.ccSaturation.Value,
		TintColor = nightLighting.ccTint.Value
	}),

	["DoF"] = tweenSerivce:Create(DoF, tweenInfo, {
		FarIntensity = nightLighting.dofFarIntensity.Value,
		FocusDistance = nightLighting.dofFocusDistance.Value,
		InFocusRadius = nightLighting.dofInFocusRadius.Value,
		NearIntensity = nightLighting.dofNearIntensity.Value
	}),

	["sunRays"] = tweenSerivce:Create(sunRays, tweenInfo, {
		Intensity = nightLighting.srIntensity.Value,
		Spread = nightLighting.srSpread.Value
	}),
}

lighting:GetPropertyChangedSignal("ClockTime"):Connect(function()
	if lighting.ClockTime > 18 or lighting.ClockTime < 6 then
		nightTweens.Atmos:Play()
		nightTweens.Bloom:Play()
		nightTweens.colorCorrection:Play()
		nightTweens.DoF:Play()
		nightTweens.sunRays:Play()
	elseif lighting.ClockTime < 18 or lighting.ClockTime > 6 then
		dayTweens.Atmos:Play()
		dayTweens.Bloom:Play()
		dayTweens.colorCorrection:Play()
		dayTweens.DoF:Play()
		dayTweens.sunRays:Play()
	end	
end)

Idk what you mean by organized. Because it’s basically already all organized
Could you give more details of what you want?

Like Roblox said. You shouldn’t make everyone copy your script and rewrite everything
But it’s just to tell.