How do you update this aura?

I’ve been working on an aura that emits from players, based on stats.
My issue is that it only updates the aura upon player-death;

The intended function is for the emitter to change color[It does] when the player changes stats, updating every second to make sure the color and scaling is correct. For reference, I test min-max stat changes through kills, but the stats don’t take immediate effect.

I tried integrating a “While wait() do” to try to repeat the code: Failure.
Tried to separate the aura-change, but the player still needs to die for it to update: Failure.
I even attempted to update the aura with a pre-made version with an updater-script within it: Only applies upon dying.

The aura’s coloration works off two stats. One stat controls the color red in negative-values, also controlling the color blue in positive values. While the second stat is responsible for green, the caps being fairly high and having minimum-stats in the negatives for an elaborate purpose later, unrelated to the aura.

Can you show the part of the code that is supposed to handle updating?

Of course.

				while wait(1) do
					wait() 
					fire.Color = Colored
				fire.Transparency = Colored
					fire.Color = Colored
					fire.Transparency = mastery

As far as I know, every time I return to test, the aura goes from a pure-white, 255,255,255, into a yellow color, which lets me know that it works. It just doesn’t, for some reason, want to change color when repeated.

I would try adding a pcall to catch any errors, and I would also use task.wait for more efficiently

while task.wait(1) do
				local success,errorinfo = pcall(function()
	task.wait() 
					fire.Color = Colored
				fire.Transparency = Colored
					fire.Color = Colored
					fire.Transparency = mastery
end)
if not success then
print(errorinfo)
end
end

As of testing the hue, I’d removed transparency. If the color isn’t changing, the transparency will not.

There are no errors. It seems to be running perfectly according to it. Kills don’t immediately update the aura, but I am now looking at the lines

game.Players.PlayerAdded:connect(function(player)
	player.CharacterAdded:connect(function(character)

My only conclusion is that it sets the entire script to only work when the player’s character has spawned in; rather than whether they’re spawned, or exist.