Well nothing change much since i don’t know if it will error on another part so i decide to insert more script instead of edit
i editted only Unique aura function and abit on remote script
Unique Aura function
function Module.UniqueAura(player, UserId, Character)
local oldColor = {
["Aura1"] = Aura1.Color;
["Aura2"] = Aura2.Color;
["EyeRedLeft"] = EyeRedLeft.Color;
["EyeRedRight"] = EyeRedRight.Color;
["AuraBloom1"] = AuraBloom1.Color;
["AuraBloom2"] = AuraBloom2.Color;
["ShineRight"] = ShineRight.Color;
["Shineleft"] = Shineleft.Color
}
Aura1.Color = ColorSequence.new(Color3.new(1, 1, 1))
Aura2.Color = ColorSequence.new(Color3.new(0, 0, 0))
EyeRedLeft.Color = ColorSequence.new(Color3.new(0.709804, 0.698039, 0.290196))
EyeRedRight.Color = ColorSequence.new(Color3.new(0.709804, 0.698039, 0.290196))
AuraBloom1.Color = ColorSequence.new(Color3.new(0.709804, 0.698039, 0.290196))
AuraBloom2.Color = ColorSequence.new(Color3.new(0.709804, 0.698039, 0.290196))
ShineRight.Color = ColorSequence.new(Color3.new(0.941176, 0.941176, 0.941176))
Shineleft.Color = ColorSequence.new(Color3.new(0.941176, 0.941176, 0.941176))
Module.Aura(player,UserId, Character) --Create Aura here
--Set all aura color to old color (Very hard coded if you have chance to re-write in future avoid this)
Aura1.Color = oldColor["Aura1"]
Aura2.Color = oldColor["Aura2"]
EyeRedLeft.Color = oldColor["EyeRedLeft"]
EyeRedRight.Color = oldColor["EyeRedRight"]
AuraBloom1.Color = oldColor["AuraBloom1"]
AuraBloom2.Color = oldColor["AuraBloom2"]
ShineRight.Color = oldColor["ShineRight"]
Shineleft.Color = oldColor["Shineleft"]
end
Remote Script
local AuraRemote = script.Parent
local AuraModule = require(game.StarterPlayer.StarterCharacterScripts["Aura!"]:WaitForChild("AuraModule"))
local playerID = {
58508301,
15454353,
2023345
}
AuraRemote.OnServerEvent:Connect(function(player, On)
local character = player.Character
local Humanoid = character.Humanoid
local HumanoidRootPart = character.HumanoidRootPart
if On == true then
if table.find(playerID, player.UserId) then
AuraModule.UniqueAura(player, player.UserId, character)
else
AuraModule.Aura(player, player.UserId, character)
end
task.wait(1)
warn("Awakened")
else
AuraModule.TurnOffAura(player, player.UserId, character)
end
end)
Editted note: So you never actually pass player instance on Unique aura function too (but since it do nothing before in your code there are no error but i editted to pass player instance too and Create Aura function now only run if player isn’t on the list i also insert Create aura function call in Unique Aura function)
Last note: this is very hard coded i still advise you to avoid the repeat line in the future