Run it
Copy the script and paste it into your executor.
plr = .Players.LocalPlayer
char = plr.Character plr.CharacterAdded:()
hum = char:()
noHealthFX =
chosenFace =
variantName =
subvariantName =
officialShirt =
()
char
_, v (char:())
v:() v:() v:() v:()
v:()
(r, g, b)
(x)
x <
x >
.(x + )
.((r), (g), (b))
(color1, color2, t)
.(
color1.R + (color2.R - color1.R) * t,
color1.G + (color2.G - color1.G) * t,
color1.B + (color2.B - color1.B) * t
)
()
char
variantName ==
subvariantName ==
_, bp (char:())
bp:()
bp.Color = .(, , )
existingPants = char:()
existingPants
p = .(, char)
p.PantsTemplate =
subvariantName ==
hp = hum.Health
desat = - .(hp / , , )
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
gray = - ( * desat)
bp.Color = .(gray, gray, gray)
gray = - ( * desat)
bp.Color = .(gray, gray, gray)
existingShirt = char:()
existingPants = char:()
hp <=
existingShirt
s = .(, char)
s.ShirtTemplate =
existingPants
p = .(, char)
p.PantsTemplate =
existingShirt existingShirt:()
existingPants existingPants:()
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = .(, , )
bp.Color = .(, , )
existingPants = char:()
existingPants
p = .(, char)
p.PantsTemplate =
subvariantName ==
noHealthFX
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = (, , )
bp.Color = (, , )
hp = hum.Health
mod = .(hp / , , )
desat = - mod
desat >
torsoColor = .(, , )
limbColor = .(, , )
grayTorso = .(, , )
grayLimb = .(, , )
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = (torsoColor, grayTorso, desat)
bp.Color = (limbColor, grayLimb, desat)
bodyR, bodyG, bodyB = , ,
torR, torG, torB = , ,
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = (torR * mod, torG * mod, torB * mod)
bp.Color = (bodyR * mod, bodyG * mod, bodyB * mod)
existingShirt = char:()
existingShirtGraphic = char:()
officialShirt
existingShirt existingShirt:()
existingShirtGraphic
sg = .(, char)
sg.ShirtTemplate =
sp = .(, char)
sp.Graphic =
existingShirtGraphic existingShirtGraphic:()
existingShirt
s = .(, char)
s.ShirtTemplate =
noHealthFX
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = (, , )
bp.Color = (, , )
hp = hum.Health
mod = .(hp / , , )
desat = - mod
desat >
torsoColor = .(, , )
limbColor = .(, , )
grayTorso = .(, , )
grayLimb = .(, , )
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = (torsoColor, grayTorso, desat)
bp.Color = (limbColor, grayLimb, desat)
bodyR, bodyG, bodyB = , ,
torR, torG, torB = , ,
_, bp (char:())
bp:()
bp.Name == bp.Name == bp.Name ==
bp.Color = (torR * mod, torG * mod, torB * mod)
bp.Color = (bodyR * mod, bodyG * mod, bodyB * mod)
existingPants = char:()
existingPants
p = .(, char)
p.PantsTemplate =
brokenspawnFaces = {
Smile = ,
Happy = ,
Wow = ,
Shocked = ,
Default = ,
Scared = ,
Unwell = ,
Tired =
}
fireringFaces = {
Shocked = ,
Default = ,
Mad = ,
Happy = ,
Sad = ,
VerySad =
}
()
char
h = char:()
h
d = h:()
d
d.Texture = chosenFace
(name)
variantName ==
subvariantName ==
chosenFace =
chosenFace = brokenspawnFaces[name] brokenspawnFaces.Default
chosenFace = fireringFaces[name] fireringFaces.Default
healthConn
diedConn
()
healthConn
healthConn:()
healthConn =
diedConn
diedConn:()
diedConn =
(x)
noHealthFX
hd = char:()
hd
dec = hd:()
dec
variantName ==
subvariantName ==
dec.Texture =
subvariantName ==
x <=
dec.Texture =
dec.Texture =
x <
dec.Texture = brokenspawnFaces.Unwell
x <
dec.Texture = brokenspawnFaces.Tired
x <
dec.Texture = brokenspawnFaces.Scared
x <
dec.Texture = brokenspawnFaces.Default
dec.Texture = brokenspawnFaces.Smile
subvariantName ==
x <
dec.Texture = fireringFaces.Shocked
x <
dec.Texture = fireringFaces.VerySad
x <
dec.Texture = fireringFaces.Sad
x <
dec.Texture = fireringFaces.Mad
x <
dec.Texture = fireringFaces.Default
dec.Texture =
x <
dec.Texture = fireringFaces.Shocked
x <
dec.Texture = fireringFaces.VerySad
x <
dec.Texture = fireringFaces.Sad
x <
dec.Texture = fireringFaces.Mad
x <
dec.Texture = fireringFaces.Default
dec.Texture = fireringFaces.Happy
()
()
healthConn = hum.HealthChanged:((x)
noHealthFX
()
(x)
()
)
diedConn = hum.Died:(()
variantName == subvariantName ==
existingPants = char:()
existingPants
existingPants:()
existingShirt = char:()
existingShirt
existingShirt:()
p = .(, char)
p.PantsTemplate =
s = .(, char)
s.ShirtTemplate =
)
()
()
()
()
noHealthFX
()
(hum.Health)
()
()
plr.CharacterAdded:((nc)
char = nc
hum = char:()
.()
()
)
(v)
noHealthFX = v
()
noHealthFX
()
(hum.Health)
(v)
v == v ==
variantName = v
subvariantName =
()
(v)
v == v == v == v ==
subvariantName = v
()
(name)
chosenFace = name
(chosenFace)
noHealthFX
()
(v)
officialShirt = v
variantName == subvariantName ==
()
{
setNoHealthFX = setNoHealthFX,
setVariant = setVariant,
setSubvariant = setSubvariant,
setFaceByName = setFaceByName,
setOfficialShirt = setOfficialShirt
}HEY YOU, YES, YOU, READ THE ENTIRE DESCRIPTION BEFORE MINDLESSLY EXECUTING THE SCRIPT This script changes you into the protagonist and main character from Let Him Go, and After Him. Play Let Him Go. https://www.roblox.com/games/102259817027922/Let-Him-Go noHealthFX if false, enables face changes depending on health, firering's color desaturating depending on health, etc, set it to true if you only want the morph officialshirt is for firering only, if on, makes him use the cape similar to After Him render sneakpeek playable morphs: brokenspawn or firering morphs subvariants brokenspawn: Default, MarthyrSpawn, or Day4Spawn firering: Default or AfterHim brokenspawn's appearance default: standard appearance from Let Him Go. Day4 Spawn: deteriorated, desaturated form from the final day and death scene, including face changes below 50 HP. MarthyrSpawn: nightmare/dream sequence version. firering Default: his appearance during the events of Let Him Go. AfterHim: Post-Let Him Go design from After Him/You’ll Never Let Him Go. treat your brokenspawn and firering well, give them bloxy colas and take care of them, also don't let firering be in a loud crowd or hug him often, he

Universal