Well, this got moderated for being too vague last time, so hopefully I can word it a bit better...
I want to create a weird sort of... Aura system, for use in anime games like Bleach or Dragon Ball. But I want to ensure that each player has a totally unique aura colour, for reasons I'll go into later for the sake of brevity.
To accomplish this, I'm essentially just going to toss a vector3 value into the player's client or their character or somewhere, and have any aura particle effects read it to determine their colour; if the value is 0, 0, 0, the player will have an aura particle emitter in their torso whose colour value is 0,0,0.
So, now I've got a system where I can freely change the aura colour of a person. Brilliant. But like I said, I want to ensure that each one is unique, so my idea was to generate them based on playerID, as each player has their own ID number. So is there any way to actually accomplish this? The only thing I've thought of is using maths, like...
playerID = game.Players.LocalPlayer.UserId
character = game.Players.LocalPlayer.Character
function gencolor()
local VectorColor = Instance.new(Vector3Value)
VectorColor.Parent = character.Torso
local value1 = playerID - [insert some arbitrary long number here]
local value2 = playerID - [insert some arbitrary long number here]
local value3 = playerID - [insert some arbitrary long number here]
if value1 >255 then 1 = 255
if value2 > 255 then 2 = 255
if value3 > 255 then 3 = 255
VectorColor.Value = Vector3.new(1 , 2 , 3)
end
Or something along those lines. But then as new players arrive to play the game, they'd find that they all have pure white auras as the number subtracted from their value is too small.
If this isn't an option, is there any way to easily generate unique colours on a player-by-player basis?
The reason that I want every player to have a unique colour assigned to them is so that you can almost identify a person from long range based on the colour or "feel" of their aura alone. Two people might have similar colours, but no two will be identical.

3 comments
Well, why did you use Vector3Values? Why not use Color3Values? Since you are going to be setting a color to them.
Because I forgot they existed. I'm too lazy to update this, but for future answerers and commenters, consider it changed.
Just save a random Color3 to new players using DataStores.