-- HandlePlayer function
local function HandlePlayer(Player)
local function HandleCharacter(Character)
if Player.UserId == 0 then
local label = Character:WaitForChild("TastiesOverhead")
coroutine.resume(coroutine.create(rainbow), function(color)
label.Nametag.DisplayNameLabel.TextColor3 = Color3.new(color.r, color.g, color.b)
end)
coroutine.resume(coroutine.create(rainbowdark), function(color)
label.Nametag.UserNameLabel.TextColor3 = Color3.new(color.r, color.g, color.b)
end)
coroutine.resume(coroutine.create(rainbowdarker), function(color)
label.Nametag.RankLabel.TextColor3 = Color3.new(color.r, color.g, color.b)
end)
end
end
if Player.Character then
HandleCharacter(Player.Character)
end
Player.CharacterAdded:Connect(function(Character)
HandleCharacter(Character)
end)
end
-- Connect "PlayerAdded" events to HandlePlayer function
game.Players.PlayerAdded:Connect(HandlePlayer)
-- Handle existing players
for _, Player in pairs(game.Players:GetPlayers()) do
HandlePlayer(Player)
end
---------------------------------------------
------------ GAMEPASS SERVICE ---------------
---------------------------------------------
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local passID = 788699343 -- Change this to your Pass ID
local function onPlayerAdded(player)
local hasPass = false
-- Check if the player already owns the Pass
local success, message = pcall(function()
hasPass = MarketplaceService:UserOwnsGamePassAsync(player.UserId, passID)
end)
-- If there's an error, issue a warning and exit the function
if not success then
warn("Error while checking if player has pass: " .. tostring(message))
return
end
if hasPass then
if player.Character then
HandleCharacter(player, player.Character)
end
end
end
-- Connect "PlayerAdded" events to the function
Players.PlayerAdded:Connect(onPlayerAdded)
-- Handle existing players
for _, player in pairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
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