-- 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