Run it
Copy the script and paste it into your executor.
Players = :()
UserInputService = :()
player = Players.LocalPlayer
SCAN_EXISTING_ON_START =
SHOW_LABELS =
UNLOAD_KEY = .KeyCode.M
VISIBLE_RARITIES = {
Zenith = ,
Divine = ,
Celestial = ,
Ethereal = ,
Mythic = ,
Legendary = ,
Epic = ,
Rare = ,
Uncommon = ,
}
MESH_RARITY_MAP = {
}
rarities = {
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
{name = , color = .(, , )},
}
rarityByName = {}
_, rarity (rarities)
rarityByName[rarity.name] = rarity
isUnloaded =
descendantAddedConn =
inputConn =
trackedParts = {}
espObjectsByPart = {}
(inst)
inst inst.Destroy
(()
inst:()
)
(c1, c2)
(c1.R - c2.R) ^ + (c1.G - c2.G) ^ + (c1.B - c2.B) ^
(emitter)
sequence = emitter.Color
r, g, b, count = , , ,
_, keypoint (sequence.Keypoints)
r = r + keypoint.Value.R
g = g + keypoint.Value.G
b = b + keypoint.Value.B
count = count +
count ==
.(r / count, g / count, b / count)
(avgColor)
avgColor
bestRarity =
bestDistance = .huge
_, rarity (rarities)
distance = (avgColor, rarity.color)
distance < bestDistance
bestDistance = distance
bestRarity = rarity
bestDistance <
bestRarity
(obj)
obj
obj:()
obj
obj = obj.Parent
(part)
emitter = part:()
emitter emitter.Color
avgColor = (emitter)
rarity = (avgColor)
rarity
rarity
part:() part.MeshId ~=
rarityName = MESH_RARITY_MAP[part.MeshId]
rarityName
rarityByName[rarityName]
(part)
esp = espObjectsByPart[part]
esp
(esp.highlight)
(esp.billboard)
espObjectsByPart[part] =
()
_, inst (:())
inst:() inst.Name ==
(inst)
inst:() inst.Name ==
(inst)
(part, rarity)
(part)
highlight = .()
highlight.Name =
highlight.FillColor = rarity.color
highlight.OutlineColor = rarity.color
highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
highlight.Parent = part
billboard =
SHOW_LABELS
billboard = .()
billboard.Name =
billboard.Size = .(, , , )
billboard.StudsOffset = .(, , )
billboard.AlwaysOnTop =
billboard.Parent = part
label = .()
label.BackgroundTransparency =
label.Size = .(, )
label.Font = .Font.GothamBlack
label.TextScaled =
label.TextStrokeTransparency =
label.TextColor3 = rarity.color
label.Text = rarity.name:()
label.Parent = billboard
espObjectsByPart[part] = {
highlight = highlight,
billboard = billboard,
}
(part)
isUnloaded trackedParts[part]
trackedParts[part] =
part:()
rarity = (part)
rarity
VISIBLE_RARITIES[rarity.name]
(part, rarity)
()
isUnloaded
isUnloaded =
descendantAddedConn
descendantAddedConn:()
descendantAddedConn =
inputConn
inputConn:()
inputConn =
part (espObjectsByPart)
(part)
trackedParts = {}
().NoGuiRarityScannerUnload == unloadScript
().NoGuiRarityScannerUnload =
()
().NoGuiRarityScannerUnload
().()
()
().NoGuiRarityScannerUnload = unloadScript
descendantAddedConn = .DescendantAdded:((inst)
isUnloaded
inst:()
part = (inst)
part
(part)
inst:()
(inst)
)
SCAN_EXISTING_ON_START
_, inst (:())
isUnloaded
inst:()
part = (inst)
part
(part)
inst:()
(inst)
inputConn = UserInputService.InputBegan:((input, gameProcessed)
gameProcessed isUnloaded
input.KeyCode == UNLOAD_KEY
()
)
( .. (UNLOAD_KEY):(, ) .. )Just an ore esp based off of Darkwired's detection system, generated with Codex GPT-5.4 (Yeah, I know, super cool most advanced coding model. 🗿🗿)