Kill Effect Not working 2 times

when i click test button it will need to test it on the normal character
heres the example:

KillEffect Handler:

local ts = game:GetService("TweenService")
local fadeTI = TweenInfo.new(5, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
local particlesTI = TweenInfo.new(2, Enum.EasingStyle.Quint, Enum.EasingDirection.InOut)
local rs = game:GetService("ReplicatedStorage")

game.Players.PlayerAdded:Connect(function(plr)

	plr.CharacterAdded:Connect(function(char)
		task.wait()
		local humanoid = char:WaitForChild("Humanoid")
		humanoid.BreakJointsOnDeath = false
		char.Parent = game.Workspace.Chars
	end)
end)



game:GetService("Players").PlayerAdded:Connect(function(plr)
	local char = plr.Character or plr.CharacterAdded:Wait()
	local PlrGui = plr.PlayerGui
	rs.Events.BindableEvents.KillEffect.Event:Connect(function(target)
		local chr = target.Parent
		local humanoid = chr:WaitForChild("Humanoid")

		local frozen = rs.Storage.KillEffects.Froze.Snow.Attachment:Clone()
		local cube = rs.Storage.KillEffects.Froze.IceCube:Clone()
		local burst = rs.Storage.KillEffects.burst:Clone()

		--//Effects//--
		local function SnowEffect()
			local p = chr:GetDescendants()
			for _, char2 in ipairs(p) do
				if char2:IsA("BasePart") then
					char2.Anchored = true
					ts:Create(char2, fadeTI, {Color = Color3.new(0.27451, 0.65098, 0.827451)}):Play()
				end
				if char2:IsA("Shirt") or char2:IsA("Pants") then
					ts:Create(char2, fadeTI, {Color3 = Color3.new(0.27451, 0.65098, 0.827451)}):Play()
				end
				ts:Create(chr:WaitForChild("Torso"), fadeTI, {Color = Color3.new(0.27451, 0.65098, 0.827451)}):Play()
			end
			frozen.Parent = chr.HumanoidRootPart
			cube.Parent = workspace.Trash
			cube.Position = chr:WaitForChild("HumanoidRootPart").Position
			wait(5)
			cube:Destroy()
		end

		local function ghost()
			local p = chr:GetDescendants()
			for _, char2 in ipairs(p) do
				if char2:IsA("BasePart") then
					char2.Anchored = false
					ts:Create(char2, fadeTI, {Position = burst.Position}):Play()
				end
				ts:Create(chr:WaitForChild("Torso"), fadeTI, {Position = burst.Position}):Play()
			end
			burst.Parent = workspace.Trash
			burst.Position = chr:WaitForChild("HumanoidRootPart").Position * Vector3.new(0, 5, 0)
			wait(5)
			burst:Destroy()
		end

		SnowEffect()

		--//END//--

		if chr.Name == char.Name then
			rs.Events.RemoteEvents["Disableİnv"]:FireAllClients(false)
			humanoid:UnequipTools()
			wait(3)
			plr:LoadCharacter()
			rs.Events.RemoteEvents["Enbaleİnv"]:FireAllClients(false)
		end
	end)
end)	

test script

local rs = game:GetService("ReplicatedStorage")

game:GetService("Players").PlayerAdded:Connect(function(plr)
	local plrGui = plr.PlayerGui
	local shop = plrGui:WaitForChild("Shop").Frame
	local try = shop.ScrollingFrame.froze.try
	local try2 = shop.ScrollingFrame.froze.try2
	local dummy = shop.ScrollingFrame.froze.WorldModel.Expination.Humanoid
	
	plr.CharacterAdded:Connect(function(char)
		local hum = char:WaitForChild("Humanoid")
		try.MouseButton1Click:Connect(function()
			rs.Events.BindableEvents.KillEffect:Fire(hum)
		end)

		try2.MouseButton1Click:Connect(function()
			rs.Events.BindableEvents.KillEffect:Fire(dummy)
		end)
	end)
end)

Pretty unclear to me, please answer these three questions:

  1. what are you trying to achieve? Yeah you answered this one in the title thx
    2.What’s the problem? My first thought was that on a character the effect would only work once but seeing the video it’s before that. The video was in so bad quality that I could read nothing (not your fault).
    3.What solutions have you tried so far? This one too is unanswered.

Before I can help I need questions 2 and 3 answered.

your first tought is right i placed wrong video i noticed new

i tried doing
plr.CharacterAdded:Connect(function(char)
local hum = char:WaitForChild(“Humanoid”)
try.MouseButton1Click:Connect(function()
rs.Events.BindableEvents.KillEffect:Fire(hum)
end)

	try2.MouseButton1Click:Connect(function()
		rs.Events.BindableEvents.KillEffect:Fire(dummy)
	end)
end)

and it not worked

It would help if you annotated your code to explain what each part does, but one thing I noted was three different playerAdded events each requiring the character afterwards, only the first one reparents the character to game.workspace.chars. This sets up an issue with the character model being moved before the other parts of code can find it.
If possible try not reparenting the character model or, combining the playerAdded event statements or, checking where the character model is.