Can you modify this server side script to make it so it refreshes the module script every time the player respawns?
Some ability modules contain client scripts that need to be refreshed when the player dies and respawns

So when the player respawns, clone the ability module, then delete the old one, and place the new one in the player again after they respawn.

Here is the server script again:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local AbilitiesFolder = ReplicatedStorage:WaitForChild("Abilities")
local EquipAbilityEvent = ReplicatedStorage:WaitForChild("EquipAbility")
local AbilityActionEvent = ReplicatedStorage:WaitForChild("AbilityAction")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local AbilityDataStore = DataStoreService:GetDataStore("PlayerAbilities")
local playerAbilityCache = {}

local function LoadPlayerData(player)
	local success, data = pcall(function()
		return AbilityDataStore:GetAsync(player.Name .. "_Abilities_" .. player.UserId)
	end)
	if success and data then
		local ownedAbilities = {}
		local ownedAbilitiesFolder = Instance.new("Folder")
		ownedAbilitiesFolder.Name = "OwnedAbilities"
		ownedAbilitiesFolder.Parent = player
		for _, abilityName in ipairs(data.OwnedAbilities or {}) do
			for _, abilityModule in ipairs(AbilitiesFolder:GetChildren()) do
				if abilityModule:IsA("ModuleScript") and abilityModule:GetAttribute("Name") == abilityName then
					local ownedAbility = abilityModule:Clone()
					ownedAbility.Parent = ownedAbilitiesFolder
					break
				end
			end
		end
		playerAbilityCache[player.UserId] = {
			OwnedAbilities = ownedAbilities,
			LastEquippedAbility = data.LastEquippedAbility
		}
		local lastAbilityName = data.LastEquippedAbility
		if lastAbilityName then
			for _, ownedAbility in ipairs(ownedAbilitiesFolder:GetChildren()) do
				if ownedAbility:GetAttribute("Name") == lastAbilityName then
					for _, child in ipairs(player:GetChildren()) do
						if child:IsA("ModuleScript") and child.Name ~= "OwnedAbilities" then
							child:Destroy()
						end
					end
					local equippedAbility = ownedAbility:Clone()
					equippedAbility.Parent = player
					if equippedAbility:GetAttribute("Passive") then
						local abilityModule = require(equippedAbility)
						if abilityModule.Passive then
							abilityModule.Passive(player)
						end
					end
					break
				end
			end
		end
	else
		local ownedAbilitiesFolder = Instance.new("Folder")
		ownedAbilitiesFolder.Name = "OwnedAbilities"
		ownedAbilitiesFolder.Parent = player
	end
end

local function SavePlayerData(player)
	local data = {}
	local ownedAbilities = {}
	local ownedAbilitiesFolder = player:FindFirstChild("OwnedAbilities")
	if ownedAbilitiesFolder then
		for _, abilityModule in ipairs(ownedAbilitiesFolder:GetChildren()) do
			local abilityName = abilityModule:GetAttribute("Name")
			if abilityName then
				table.insert(ownedAbilities, abilityName)
			end
		end
	end
	data.OwnedAbilities = ownedAbilities
	local equippedAbilityModule = nil
	for _, child in ipairs(player:GetChildren()) do
		if child:IsA("ModuleScript") and child.Name ~= "OwnedAbilities" then
			equippedAbilityModule = child
			break
		end
	end
	if equippedAbilityModule then
		data.LastEquippedAbility = equippedAbilityModule:GetAttribute("Name")
	end
	local success, err = pcall(function()
		AbilityDataStore:SetAsync(player.Name .. "_Abilities_" .. player.UserId, data)
	end)
	if not success then
		warn("Failed to save ability data for player " .. player.Name .. ": " .. err)
	end
end

local function refresh(player)
	player.CharacterAdded:Connect(function(character)
		local humanoid = character:WaitForChild("Humanoid")
		humanoid.Died:Connect(function()
			player.CharacterAdded:Wait()
			LoadPlayerData(player)
		end)
	end)
end

Players.PlayerAdded:Connect(function(player)
	LoadPlayerData(player)
end)

Players.PlayerRemoving:Connect(function(player)
	SavePlayerData(player)
end)

EquipAbilityEvent.OnServerEvent:Connect(function(player, abilityName)
	local ownedAbilitiesFolder = player:FindFirstChild("OwnedAbilities")
	if not ownedAbilitiesFolder then return end
	local newAbilityModule
	for _, abilityModule in ipairs(ownedAbilitiesFolder:GetChildren()) do
		if abilityModule:GetAttribute("Name") == abilityName then
			newAbilityModule = abilityModule
			break
		end
	end
	if newAbilityModule then
		for _, child in ipairs(player:GetChildren()) do
			if child:IsA("ModuleScript") and child.Name ~= "OwnedAbilities" then
				child:Destroy()
			end
		end
		local equippedAbility = newAbilityModule:Clone()
		equippedAbility.Parent = player
		if equippedAbility:GetAttribute("Passive") then
			local abilityModule = require(equippedAbility)
			if abilityModule.Passive then
				abilityModule.Passive(player)
			end
		end
	else
		warn(player.Name .. " tried to equip an ability they do not own: " .. abilityName)
	end
end)
AbilityActionEvent.OnServerEvent:Connect(function(player, actionType)
	local equippedAbilityModule = nil
	for _, child in ipairs(player:GetChildren()) do
		if child:IsA("ModuleScript") and child.Name ~= "OwnedAbilities" then
			equippedAbilityModule = child
			break
		end
	end
	if equippedAbilityModule then
		local abilityModule = require(equippedAbilityModule)
		if actionType == "Activate" and abilityModule.Activate then
			abilityModule.Activate(player)
		elseif actionType == "Deactivate" and abilityModule.Deactivate then
			abilityModule.Deactivate(player)
		end
	end
end)