Run it
Copy the script and paste it into your executor.
Players = :()
Lighting = :()
RunService = :()
LocalPlayer = Players.LocalPlayer
.(())
(r,g,b)
.(r,g,b)
()
.(.(), .(), .())
(c)
.( - c.R, - c.G, - c.B)
(h, s, v)
c = v * s
x = c * ( - .((h / ) % - ))
m = v - c
r, g, b = , ,
h < r, g, b = c, x,
h < r, g, b = x, c,
h < r, g, b = , c, x
h < r, g, b = , x, c
h < r, g, b = x, , c
r, g, b = c, , x
.(r + m, g + m, b + m)
PALETTE = {
GREY = (,,),
DARK_GREY = (,,),
ALMOST_BLACK = (,,),
PINK = (,,),
LIGHT_PINK = (,,),
CRIMSON = (,,),
WHITE = (,,),
BLACK = (,,),
CYAN = (,,),
NEON_GREEN = (,,),
PURPLE = (,,),
ORANGE = (,,),
GOLD = (,,)
}
Lighting.Ambient = (,,)
Lighting.OutdoorAmbient = (,,)
Lighting.Brightness =
cc = .()
cc.TintColor = (,,)
cc.Brightness =
cc.Contrast =
cc.Saturation = -
cc.Parent = Lighting
bloom = .()
bloom.Intensity =
bloom.Size =
bloom.Threshold =
bloom.Parent = Lighting
PHIGHTING_FACES = {
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
}
REMOVE_ACCESSORIES = {
,
,
,
,
,
,
,
,
,
,
,
}
(accessory)
name = accessory.Name:()
_, keyword (REMOVE_ACCESSORIES)
name:(keyword:())
accessory:()
accType = (accessory.AccessoryType)
_, keyword (REMOVE_ACCESSORIES)
accType:(keyword)
DUMMIES = {
starterdummy = {
Head = PALETTE.GREY,
Torso = PALETTE.ALMOST_BLACK,
Limbs = PALETTE.DARK_GREY,
Accessories = PALETTE.DARK_GREY
},
horrordummy = {
All = PALETTE.ALMOST_BLACK,
Accessories = PALETTE.ALMOST_BLACK
},
rig = {
All = PALETTE.GREY,
Accessories = PALETTE.GREY
},
saddummy = {
Head = PALETTE.GREY,
Arms = PALETTE.GREY,
Torso = PALETTE.ALMOST_BLACK,
Legs = PALETTE.DARK_GREY,
Accessories = PALETTE.GREY
},
partydummy = {
Head = PALETTE.GREY,
Torso = PALETTE.LIGHT_PINK,
Limbs = PALETTE.GREY,
Accessories = PALETTE.LIGHT_PINK
},
clowndummy = {
Head = PALETTE.GREY,
Torso = PALETTE.WHITE,
LeftLeg = PALETTE.LIGHT_PINK,
RightLeg = PALETTE.PINK,
Arms = PALETTE.GREY,
Accessories = PALETTE.PINK
},
lovedummy = {
Head = PALETTE.GREY,
Arms = PALETTE.GREY,
Torso = PALETTE.ALMOST_BLACK,
Legs = PALETTE.CRIMSON,
Accessories = PALETTE.CRIMSON
},
chilldummy = {
Head = PALETTE.GREY,
Arms = PALETTE.GREY,
Torso = PALETTE.DARK_GREY,
Legs = PALETTE.DARK_GREY,
Accessories = PALETTE.GREY
},
rainbowdummy = {
Rainbow = ,
Accessories =
},
neondummy = {
Head = PALETTE.NEON_GREEN,
Torso = PALETTE.CYAN,
Arms = PALETTE.PURPLE,
Legs = PALETTE.ORANGE,
Accessories = PALETTE.NEON_GREEN,
Neon =
},
golddummy = {
All = PALETTE.GOLD,
Accessories = PALETTE.GOLD,
Neon =
},
frozendummy = {
Head = PALETTE.WHITE,
Torso = PALETTE.CYAN,
Limbs = (,,),
Accessories = PALETTE.CYAN
},
lavadummy = {
Head = PALETTE.ALMOST_BLACK,
Torso = (,,),
Limbs = (,,),
Accessories = (,,),
Neon =
},
ghostdummy = {
All = PALETTE.WHITE,
Accessories = PALETTE.WHITE,
Transparency =
},
checkerdummy = {
Checker = ,
Accessories = PALETTE.BLACK
},
randomskin = {
Random = ,
Accessories =
},
inverted = {
Invert = ,
Accessories =
},
random_inverted = {
RandomInvert = ,
Accessories =
}
}
DUMMY_FACE_MAP = {
starterdummy = ,
horrordummy = ,
rig = ,
saddummy = ,
partydummy = ,
clowndummy = ,
lovedummy = ,
chilldummy = ,
rainbowdummy = ,
neondummy = ,
golddummy = ,
frozendummy = ,
lavadummy = ,
ghostdummy = ,
checkerdummy = ,
randomskin = ,
inverted = ,
random_inverted =
}
FACE_POOLS = {
ALL = PHIGHTING_FACES,
STARTER = {
},
HORROR = {
,
,
,
,
,
,
,
},
RIG = {
,
},
SAD = {
,
,
,
},
PARTY = {
,
,
,
},
CLOWN = {
,
},
LOVE = {
,
,
},
CHILL = {
,
,
}
}
NPC_DUMMY_MAP = {
StarterDummy = ,
TutorialDummy = ,
ObbyDummy = ,
TapeDummy = ,
LoveDummy = ,
PartyDummy = ,
ClownDummy = ,
SadDummy = ,
ChillDummy = ,
Valk = ,
Dom = ,
Broker = ,
Zuka = ,
Traffic = ,
Settoing =
}
DUMMY_KEYS = {}
k (DUMMIES)
k ~=
.(DUMMY_KEYS, k)
rainbowCharacters = {}
RunService.Heartbeat:(()
hue = (() * ) %
character, _ (rainbowCharacters)
character character.Parent
_, part (character:())
part:()
part.Color = (hue, , )
_, accessory (character:())
accessory:()
handle = accessory:()
handle handle:()
handle.Color = (hue, , )
rainbowCharacters[character] =
)
(character)
_,obj (character:())
obj:()
obj:()
obj:()
obj:()
obj:() (obj)
obj:()
(character)
bc = character:()
bc
bc:()
(character)
_,obj (character:())
obj:()
obj:()
obj:() obj.Parent
parent = obj.Parent
isBodyPart = parent.Name ==
parent.Name ==
parent.Name ==
parent.Name ==
parent.Name:()
parent.Name:()
isBodyPart parent.Name ~=
obj:()
(character, dummy, baseColor)
accessoryColor = dummy.Accessories
_, accessory (character:())
accessory:()
handle = accessory:()
handle handle:()
mesh = handle:()
mesh
mesh.TextureId =
c = handle.Color
accessoryColor ==
accessoryColor ==
c = ()
accessoryColor ==
c = (c)
accessoryColor ==
c = (baseColor)
(accessoryColor) ==
c = accessoryColor
handle.Color = c
dummy.Neon
handle.Material = .Material.Neon
handle.Material = .Material.SmoothPlastic
dummy.Transparency
handle.Transparency = dummy.Transparency
STANDARD_LIMBS = {
, , , ,
, , , ,
, , , ,
, , , ,
, , , ,
}
(partName)
_, limb (STANDARD_LIMBS)
partName == limb
(character, dummy, baseColor)
accessoryColor = dummy.Accessories dummy.All
_, part (character:())
part:() (part.Name)
mesh = part:()
mesh
mesh.TextureId =
c = part.Color
accessoryColor ==
accessoryColor == dummy.Random
c = ()
accessoryColor == dummy.Invert
c = (c)
accessoryColor == dummy.RandomInvert
c = (baseColor)
(accessoryColor) ==
c = accessoryColor
part.Color = c
dummy.Neon
part.Material = .Material.Neon
part.Material = .Material.SmoothPlastic
dummy.Transparency
part.Transparency = dummy.Transparency
(character, dummyName)
dummy = DUMMIES[dummyName]
dummy
(character)
baseColor = ()
isRainbow = dummy.Rainbow
isRainbow
rainbowCharacters[character] =
rainbowCharacters[character] =
partIndex =
_,part (character:())
part:() (part.Name)
part.Material = dummy.Neon .Material.Neon .Material.SmoothPlastic
c = part.Color
dummy.Rainbow
c = ((() * ) % , , )
dummy.Checker
partIndex = partIndex +
c = (partIndex % == ) PALETTE.WHITE PALETTE.BLACK
dummy.Random
c = ()
dummy.Invert
c = (c)
dummy.RandomInvert
c = (baseColor)
dummy.All
c = dummy.All
part.Name == dummy.Head
c = dummy.Head
part.Name:() dummy.Arms
c = dummy.Arms
part.Name:() dummy.Legs
c = dummy.Legs
(part.Name == part.Name == ) dummy.Torso
c = dummy.Torso
part.Name == dummy.LeftLeg
c = dummy.LeftLeg
part.Name == dummy.RightLeg
c = dummy.RightLeg
dummy.Limbs
c = dummy.Limbs
part.Color = c
dummy.Transparency
part.Transparency = dummy.Transparency
(character, dummy, baseColor)
(character, dummy, baseColor)
head = character:()
head
face = head:()
face
poolName = DUMMY_FACE_MAP[dummyName]
pool = FACE_POOLS[poolName] FACE_POOLS.ALL
face.Texture = pool[.(#pool)]
face.Color3 =
(head.Color:() < )
PALETTE.WHITE
PALETTE.BLACK
(character, dummyName)
character character.Parent
humanoid = character:(, )
head = character:(, )
humanoid head
(character)
(character)
(character)
face = head:()
face
face = .()
face.Name =
face.Parent = head
.()
.()
(character, dummyName)
processedCharacters = {}
(player, character)
processedCharacters[character] =
humanoid = character:(, )
head = character:(, )
humanoid head
face = head:()
face
face = .()
face.Name =
face.Parent = head
.()
player == LocalPlayer
(character, )
(character, DUMMY_KEYS[.(#DUMMY_KEYS)])
lastCheck = ()
connection
connection = RunService.Heartbeat:(()
character character.Parent
connection:()
processedCharacters[character] =
() - lastCheck >
lastCheck = ()
hasClothing =
_, obj (character:())
obj:() obj:() obj:()
hasClothing =
obj:() (obj)
hasClothing =
hasClothing
player == LocalPlayer
(character, )
(character, DUMMY_KEYS[.(#DUMMY_KEYS)])
)
humanoid.Died:(()
connection
connection:()
processedCharacters[character] =
)
_,player (Players:())
player.Character processedCharacters[player.Character]
.(onCharacterAdded, player, player.Character)
player.CharacterAdded:((char)
.(onCharacterAdded, player, char)
)
Players.PlayerAdded:((player)
player.CharacterAdded:((char)
.(onCharacterAdded, player, char)
)
player.Character processedCharacters[player.Character]
.(onCharacterAdded, player, player.Character)
)
(model)
model:()
Players:(model)
humanoid = model:()
humanoid
humanoid = model:(, )
humanoid
.()
dummyName = NPC_DUMMY_MAP[model.Name]
(model, dummyName)
_,desc (:())
desc:()
.(handleNPC, desc)
.DescendantAdded:((desc)
desc:()
.(handleNPC, desc)
)
()"when i say Ka you say leiodoscope" a script based on the probably abandoned KALEIDOSCOPE game that replaces humanoids with dummies (reuses phighting faces) the script also forces r6 blocky rig fall elseif himself spawns and watches the localplayer (lie) awesome server https://discord.com/invite/EnXNUGePs4

Universal