Help with Using TextChatService

im trying to script a npc character having custom bubble chat background color but when i use this script it applies the bubble chat background color to all the players whereas i only want it to be on the npc heres the script.

This script did change the bubble chat background color on line 6 but it applies it to all the players in the game , i only want it on the character npc in which i inserted the script in

-- Services and Variables
local TextChatService = game:GetService("TextChatService") -- Gets the TextChatService
local BubbleChatConfiguration = TextChatService.BubbleChatConfiguration -- Grabs the BubbleChatConfiguration Child from the TextChatService

-- Set the chat bubble background color
BubbleChatConfiguration.BackgroundColor3 = Color3.new(1, 0.666667, 1)

while true do 
	game:GetService("Chat"):Chat(script.Parent.Head, "Welcome to Game", Enum.ChatColor.Blue)
	wait(10)
	game:GetService("Chat"):Chat(script.Parent.Head, "Don't forget to join our group for more perks", Enum.ChatColor.Blue)
	wait(10)
	game:GetService("Chat"):Chat(script.Parent.Head, "Enjoy your stay", Enum.ChatColor.Blue)
	wait(10)
end
2 Likes

any help for this?ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

I’m not really sure, but it’s probably since you used BubbleChatConfiguration.BackgroundColor3 = Color3.new(1, 0.666667, 1) which does not just apply to the NPC, but rather the whole TextChatService.

1 Like

yeah i know its because of that as i could not find anything to use for the background color to apply only for the npc

I tested the bubble chat and it seems you will have to create a custom one, as the Chat function cannot change the background;

The bubble chat is created from a Roblox script in PlayerScripts, so you could also edit/view it to help you.

BubbleChat script (you can also find this in PlayerScripts during runtime):

--!nonstrict
--!nolint DeprecatedApi
--[[
	// FileName: BubbleChat.lua
	// Written by: jeditkacheff, TheGamer101
	// Description: Code for rendering bubble chat
]]

--[[ SERVICES ]]
local PlayersService = game:GetService('Players')
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ChatService = game:GetService("Chat")
local TextService = game:GetService("TextService")
--[[ END OF SERVICES ]]

local LocalPlayer = PlayersService.LocalPlayer
while LocalPlayer == nil do
	PlayersService.ChildAdded:wait()
	LocalPlayer = PlayersService.LocalPlayer
end

local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")

local success, UserShouldLocalizeGameChatBubble = pcall(function()
	return UserSettings():IsUserFeatureEnabled("UserShouldLocalizeGameChatBubble")
end)
local UserShouldLocalizeGameChatBubble = success and UserShouldLocalizeGameChatBubble

local UserFixBubbleChatText do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserFixBubbleChatText")
	end)
	UserFixBubbleChatText = success and value
end

local UserRoactBubbleChatBeta do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserRoactBubbleChatBeta")
	end)
	UserRoactBubbleChatBeta = success and value
end

local UserPreventOldBubbleChatOverlap do
	local success, value = pcall(function()
		return UserSettings():IsUserFeatureEnabled("UserPreventOldBubbleChatOverlap")
	end)
	UserPreventOldBubbleChatOverlap = success and value
end

local function getMessageLength(message)
	return utf8.len(utf8.nfcnormalize(message))
end

--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.SourceSans
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_PADDING = 12
local CHAT_BUBBLE_FADE_SPEED = 1.5

local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250	--This limits the number of bubble chats that you see above characters

local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1

local NEAR_BUBBLE_DISTANCE = 65	--previously 45
local MAX_BUBBLE_DISTANCE = 100	--previously 80

--[[ END OF SCRIPT VARIABLES ]]


-- [[ SCRIPT ENUMS ]]
local BubbleColor = {	WHITE = "dub",
					BLUE = "blu",
					GREEN = "gre",
					RED = "red" }

--[[ END OF SCRIPT ENUMS ]]

-- This screenGui exists so that the billboardGui is not deleted when the PlayerGui is reset.
local BubbleChatScreenGui = Instance.new("ScreenGui")
BubbleChatScreenGui.Name = "BubbleChat"
BubbleChatScreenGui.ResetOnSpawn = false
BubbleChatScreenGui.Parent = PlayerGui

--[[ FUNCTIONS ]]

local function lerpLength(msg, min, max)
	return min + (max - min) * math.min(getMessageLength(msg) / 75.0, 1.0)
end

local function createFifo()
	local this = {}
	this.data = {}

	local emptyEvent = Instance.new("BindableEvent")
	this.Emptied = emptyEvent.Event

	function this:Size()
		return #this.data
	end

	function this:Empty()
		return this:Size() <= 0
	end

	function this:PopFront()
		table.remove(this.data, 1)
		if this:Empty() then emptyEvent:Fire() end
	end

	function this:Front()
		return this.data[1]
	end

	function this:Get(index)
		return this.data[index]
	end

	function this:PushBack(value)
		table.insert(this.data, value)
	end

	function this:GetData()
		return this.data
	end

	return this
end

local function createCharacterChats()
	local this = {}

	this.Fifo = createFifo()
	this.BillboardGui = nil

	return this
end

local function createMap()
	local this = {}
	this.data = {}
	local count = 0

	function this:Size()
		return count
	end

	function this:Erase(key)
		if this.data[key] then count = count - 1 end
		this.data[key] = nil
	end

	function this:Set(key, value)
		this.data[key] = value
		if value then count = count + 1 end
	end

	function this:Get(key)
		if not key then return end
		if not this.data[key] then
			this.data[key] = createCharacterChats()
			local emptiedCon = nil
			emptiedCon = this.data[key].Fifo.Emptied:connect(function()
				emptiedCon:disconnect()
				this:Erase(key)
			end)
		end
		return this.data[key]
	end

	function this:GetData()
		return this.data
	end

	return this
end

local function createChatLine(message, bubbleColor, isLocalPlayer)
	local this = {}

	function this:ComputeBubbleLifetime(msg, isSelf)
		if isSelf then
			return lerpLength(msg, 8, 15)
		else
			return lerpLength(msg, 12, 20)
		end
	end

	this.Origin = nil
	this.RenderBubble = nil
	this.Message = message
	this.BubbleDieDelay = this:ComputeBubbleLifetime(message, isLocalPlayer)
	this.BubbleColor = bubbleColor
	this.IsLocalPlayer = isLocalPlayer

	return this
end

local function createPlayerChatLine(player, message, isLocalPlayer)
	local this = createChatLine(message, BubbleColor.WHITE, isLocalPlayer)

	if player then
		this.User = player.Name
		this.Origin = player.Character
	end

	return this
end

local function createGameChatLine(origin, message, isLocalPlayer, bubbleColor)
	local this = createChatLine(message, bubbleColor, isLocalPlayer)
	this.Origin = origin

	return this
end

function createChatBubbleMain(filePrefix, sliceRect)
	local chatBubbleMain = Instance.new("ImageLabel")
	chatBubbleMain.Name = "ChatBubble"
	chatBubbleMain.ScaleType = Enum.ScaleType.Slice
	chatBubbleMain.SliceCenter = sliceRect
	chatBubbleMain.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png"
	chatBubbleMain.BackgroundTransparency = 1
	chatBubbleMain.BorderSizePixel = 0
	chatBubbleMain.Size = UDim2.new(1.0, 0, 1.0, 0)
	chatBubbleMain.Position = UDim2.new(0, 0, 0, 0)

	return chatBubbleMain
end

function createChatBubbleTail(position, size)
	local chatBubbleTail = Instance.new("ImageLabel")
	chatBubbleTail.Name = "ChatBubbleTail"
	chatBubbleTail.Image = "rbxasset://textures/ui/dialog_tail.png"
	chatBubbleTail.BackgroundTransparency = 1
	chatBubbleTail.BorderSizePixel = 0
	chatBubbleTail.Position = position
	chatBubbleTail.Size = size

	return chatBubbleTail
end

function createChatBubbleWithTail(filePrefix, position, size, sliceRect)
	local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect)

	local chatBubbleTail = createChatBubbleTail(position, size)
	chatBubbleTail.Parent = chatBubbleMain

	return chatBubbleMain
end

function createScaledChatBubbleWithTail(filePrefix, frameScaleSize, position, sliceRect)
	local chatBubbleMain = createChatBubbleMain(filePrefix, sliceRect)

	local frame = Instance.new("Frame")
	frame.Name = "ChatBubbleTailFrame"
	frame.BackgroundTransparency = 1
	frame.SizeConstraint = Enum.SizeConstraint.RelativeXX
	frame.Position = UDim2.new(0.5, 0, 1, 0)
	frame.Size = UDim2.new(frameScaleSize, 0, frameScaleSize, 0)
	frame.Parent = chatBubbleMain

	local chatBubbleTail = createChatBubbleTail(position, UDim2.new(1, 0, 0.5, 0))
	chatBubbleTail.Parent = frame

	return chatBubbleMain
end

function createChatImposter(filePrefix, dotDotDot, yOffset)
	local result = Instance.new("ImageLabel")
	result.Name = "DialogPlaceholder"
	result.Image = "rbxasset://textures/" .. tostring(filePrefix) .. ".png"
	result.BackgroundTransparency = 1
	result.BorderSizePixel = 0
	result.Position = UDim2.new(0, 0, -1.25, 0)
	result.Size = UDim2.new(1, 0, 1, 0)

	local image = Instance.new("ImageLabel")
	image.Name = "DotDotDot"
	image.Image = "rbxasset://textures/" .. tostring(dotDotDot) .. ".png"
	image.BackgroundTransparency = 1
	image.BorderSizePixel = 0
	image.Position = UDim2.new(0.001, 0, yOffset, 0)
	image.Size = UDim2.new(1, 0, 0.7, 0)
	image.Parent = result

	return result
end


local this = {}
this.ChatBubble = {}
this.ChatBubbleWithTail = {}
this.ScalingChatBubbleWithTail = {}
this.CharacterSortedMsg = createMap()

-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect)
	this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect)
	this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect)
	this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect)
end

initChatBubbleType(BubbleColor.WHITE,	"ui/dialog_white",	"ui/chatBubble_white_notify_bkg", 	false,	Rect.new(5,5,15,15))
initChatBubbleType(BubbleColor.BLUE,	"ui/dialog_blue",	"ui/chatBubble_blue_notify_bkg",	true, 	Rect.new(7,7,33,33))
initChatBubbleType(BubbleColor.RED,		"ui/dialog_red",	"ui/chatBubble_red_notify_bkg",		true,	Rect.new(7,7,33,33))
initChatBubbleType(BubbleColor.GREEN,	"ui/dialog_green",	"ui/chatBubble_green_notify_bkg",	true,	Rect.new(7,7,33,33))

function this:SanitizeChatLine(msg)
	if getMessageLength(msg) > MaxChatMessageLengthExclusive then
		local byteOffset = utf8.offset(msg, MaxChatMessageLengthExclusive + getMessageLength(ELIPSES) + 1) - 1
		return string.sub(msg, 1, byteOffset)
	else
		return msg
	end
end

local function createBillboardInstance(adornee)
	local billboardGui = Instance.new("BillboardGui")
	billboardGui.Adornee = adornee
	billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)
	billboardGui.StudsOffset = Vector3.new(0, 1.5, 2)
	billboardGui.Parent = BubbleChatScreenGui

	local billboardFrame = Instance.new("Frame")
	billboardFrame.Name = "BillboardFrame"
	billboardFrame.Size = UDim2.new(1, 0, 1, 0)
	billboardFrame.Position = UDim2.new(0, 0, -0.5, 0)
	billboardFrame.BackgroundTransparency = 1
	billboardFrame.Parent = billboardGui

	local billboardChildRemovedCon = nil
	billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function()
		if #billboardFrame:GetChildren() <= 1 then
			billboardChildRemovedCon:disconnect()
			billboardGui:Destroy()
		end
	end)

	this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame

	return billboardGui
end

function this:CreateBillboardGuiHelper(instance, onlyCharacter)
	if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then
		if not onlyCharacter then
			if instance:IsA("BasePart") then
				-- Create a new billboardGui object attached to this player
				local billboardGui = createBillboardInstance(instance)
				this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui
				return
			end
		end

		if instance:IsA("Model") then
			local head = instance:FindFirstChild("Head")
			if head and head:IsA("BasePart") then
				-- Create a new billboardGui object attached to this player
				local billboardGui = createBillboardInstance(head)
				this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui
			end
		end
	end
end

local function distanceToBubbleOrigin(origin)
	if not origin then return 100000 end

	return (origin.Position - (game.Workspace.CurrentCamera :: Camera).CoordinateFrame.Position).magnitude
end

local function isPartOfLocalPlayer(adornee)
	if adornee and PlayersService.LocalPlayer.Character then
		return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character)
	end
end

function this:SetBillboardLODNear(billboardGui)
	local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)
	billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT)
	billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1)
	billboardGui.Enabled = true
	local billChildren = billboardGui.BillboardFrame:GetChildren()
	for i = 1, #billChildren do
		billChildren[i].Visible = true
	end
	billboardGui.BillboardFrame.SmallTalkBubble.Visible = false
end

function this:SetBillboardLODDistant(billboardGui)
	local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee)
	billboardGui.Size = UDim2.new(4, 0, 3, 0)
	billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1)
	billboardGui.Enabled = true
	local billChildren = billboardGui.BillboardFrame:GetChildren()
	for i = 1, #billChildren do
		billChildren[i].Visible = false
	end
	billboardGui.BillboardFrame.SmallTalkBubble.Visible = true
end

function this:SetBillboardLODVeryFar(billboardGui)
	billboardGui.Enabled = false
end

function this:SetBillboardGuiLOD(billboardGui, origin)
	if not origin then return end

	if origin:IsA("Model") then
		local head = origin:FindFirstChild("Head")
		if not head then origin = origin.PrimaryPart
		else origin = head end
	end

	local bubbleDistance = distanceToBubbleOrigin(origin)

	if bubbleDistance < NEAR_BUBBLE_DISTANCE then
		this:SetBillboardLODNear(billboardGui)
	elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then
		this:SetBillboardLODDistant(billboardGui)
	else
		this:SetBillboardLODVeryFar(billboardGui)
	end
end

function this:CameraCFrameChanged()
	for index, value in pairs(this.CharacterSortedMsg:GetData()) do
		local playerBillboardGui = value["BillboardGui"]
		if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end
	end
end

function this:CreateBubbleText(message, shouldAutoLocalize)
	local bubbleText = Instance.new("TextLabel")
	bubbleText.Name = "BubbleText"
	bubbleText.BackgroundTransparency = 1

	if UserFixBubbleChatText then
		bubbleText.Size = UDim2.fromScale(1, 1)
	else
		bubbleText.Position = UDim2.new(0, CHAT_BUBBLE_WIDTH_PADDING / 2, 0, 0)
		bubbleText.Size = UDim2.new(1, -CHAT_BUBBLE_WIDTH_PADDING, 1, 0)
	end

	bubbleText.Font = CHAT_BUBBLE_FONT
	bubbleText.ClipsDescendants = true
	bubbleText.TextWrapped = true
	bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE
	bubbleText.Text = message
	bubbleText.Visible = false
	bubbleText.AutoLocalize = shouldAutoLocalize

	if UserFixBubbleChatText then
		local padding = Instance.new("UIPadding")
		padding.PaddingTop = UDim.new(0, CHAT_BUBBLE_PADDING)
		padding.PaddingRight = UDim.new(0, CHAT_BUBBLE_PADDING)
		padding.PaddingBottom = UDim.new(0, CHAT_BUBBLE_PADDING)
		padding.PaddingLeft = UDim.new(0, CHAT_BUBBLE_PADDING)
		padding.Parent = bubbleText
	end

	return bubbleText
end

function this:CreateSmallTalkBubble(chatBubbleType)
	local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone()
	smallTalkBubble.Name = "SmallTalkBubble"
	smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5)
	smallTalkBubble.Position = UDim2.new(0, 0, 0.5, 0)
	smallTalkBubble.Visible = false
	local text = this:CreateBubbleText("...")
	text.TextScaled = true
	text.TextWrapped = false
	text.Visible = true
	text.Parent = smallTalkBubble

	return smallTalkBubble
end

function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos)
	local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo
	local bubbleQueueSize = bubbleQueue:Size()
	local bubbleQueueData = bubbleQueue:GetData()
	if #bubbleQueueData <= 1 then return end

	for index = (#bubbleQueueData - 1), 1, -1 do
		local value = bubbleQueueData[index]
		local bubble = value.RenderBubble
		if not bubble then return end
		local bubblePos = bubbleQueueSize - index + 1

		if bubblePos > 1 then
			local tail = bubble:FindFirstChild("ChatBubbleTail")
			if tail then tail:Destroy() end
			local bubbleText = bubble:FindFirstChild("BubbleText")
			if bubbleText then bubbleText.TextTransparency = 0.5 end
		end

		local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset,
									1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT)
		bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true)
		currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT
	end
end

function this:DestroyBubble(bubbleQueue, bubbleToDestroy)
	if not bubbleQueue then return end
	if bubbleQueue:Empty() then return end

	local bubble = bubbleQueue:Front().RenderBubble
	if not bubble then
		bubbleQueue:PopFront()
	 	return
	end

	spawn(function()
		while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do
			wait()
		end

		bubble = bubbleQueue:Front().RenderBubble

		local timeBetween = 0
		local bubbleText = bubble:FindFirstChild("BubbleText")
		local bubbleTail = bubble:FindFirstChild("ChatBubbleTail")

		while bubble and bubble.ImageTransparency < 1 do
			timeBetween = wait()
			if bubble then
				local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED
				bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount
				if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end
				if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end
			end
		end

		if bubble then
			bubble:Destroy()
			bubbleQueue:PopFront()
		end
	end)
end

function this:CreateChatLineRender(instance, line, onlyCharacter, fifo, shouldAutoLocalize)
	if not instance then return end

	if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then
		this:CreateBillboardGuiHelper(instance, onlyCharacter)
	end

	local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"]
	if billboardGui then
		local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone()
		chatBubbleRender.Visible = false
		local bubbleText = this:CreateBubbleText(line.Message, shouldAutoLocalize)

		bubbleText.Parent = chatBubbleRender
		chatBubbleRender.Parent = billboardGui.BillboardFrame

		line.RenderBubble = chatBubbleRender

		local currentTextBounds = TextService:GetTextSize(
				bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT,
				Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT))
		local numOflines = (currentTextBounds.Y / CHAT_BUBBLE_FONT_SIZE_INT)

		if UserFixBubbleChatText then
			-- Need to use math.ceil to round up on retina displays
			local width = math.ceil(currentTextBounds.X + CHAT_BUBBLE_PADDING * 2)
			local height = numOflines * CHAT_BUBBLE_LINE_HEIGHT

			-- prep chat bubble for tween
			chatBubbleRender.Size = UDim2.fromOffset(0, 0)
			chatBubbleRender.Position = UDim2.fromScale(0.5, 1)

			chatBubbleRender:TweenSizeAndPosition(
				UDim2.fromOffset(width, height),
				UDim2.new(0.5, -width / 2, 1, -height),
				Enum.EasingDirection.Out,
				Enum.EasingStyle.Elastic,
				0.1,
				true,
				function()
					bubbleText.Visible = true
				end
			)

			-- todo: remove when over max bubbles
			this:SetBillboardGuiLOD(billboardGui, line.Origin)
			this:UpdateChatLinesForOrigin(line.Origin, -height)
		else
			local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING) / BILLBOARD_MAX_WIDTH, 0.1)

			-- prep chat bubble for tween
			chatBubbleRender.Size = UDim2.new(0, 0, 0, 0)
			chatBubbleRender.Position = UDim2.new(0.5, 0, 1, 0)

			local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT

			chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY),
													UDim2.new( (1 - bubbleWidthScale) / 2, 0, 1, -newChatBubbleOffsetSizeY),
													Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true,
													function() bubbleText.Visible = true end)

			-- todo: remove when over max bubbles
			this:SetBillboardGuiLOD(billboardGui, line.Origin)
			this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY)
		end

		delay(line.BubbleDieDelay, function()
			this:DestroyBubble(fifo, chatBubbleRender)
		end)
	end
end

function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer)

	if not this:BubbleChatEnabled() then return end

	local localPlayer = PlayersService.LocalPlayer
	local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer

	local safeMessage = this:SanitizeChatLine(message)

	local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers)

	if sourcePlayer and line.Origin then
		local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo
		fifo:PushBack(line)
		--Game chat (badges) won't show up here
		this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo, false)
	end
end

function this:OnGameChatMessage(origin, message, color)
	-- Prevents conflicts with the new bubble chat if it is enabled
	if UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then
		return
	end

	local localPlayer = PlayersService.LocalPlayer
	local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin)

	local bubbleColor = BubbleColor.WHITE

	if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE
	elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN
	elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end

	local safeMessage = this:SanitizeChatLine(message)
	local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor)

	this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line)
	if UserShouldLocalizeGameChatBubble then
		this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true)
	else
		this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false)
	end
end

function this:BubbleChatEnabled()
	if UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then
		return false
	end
	local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
	if clientChatModules then
		local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
		if chatSettings then
			chatSettings = require(chatSettings)
			if chatSettings.BubbleChatEnabled ~= nil then
				return chatSettings.BubbleChatEnabled
			end
		end
	end
	return PlayersService.BubbleChat
end

function this:ShowOwnFilteredMessage()
	local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
	if clientChatModules then
		local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
		if chatSettings then
			chatSettings = require(chatSettings)
			return chatSettings.ShowUserOwnFilteredMessage
		end
	end
	return false
end

function findPlayer(playerName)
	for i,v in pairs(PlayersService:GetPlayers()) do
		if v.Name == playerName then
			return v
		end
	end
end

ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end)

local cameraChangedCon = nil
if game.Workspace.CurrentCamera then
	cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):Connect(function(prop) this:CameraCFrameChanged() end)
end

game.Workspace.Changed:Connect(function(prop)
	if prop == "CurrentCamera" then
		if cameraChangedCon then cameraChangedCon:disconnect() end
		if game.Workspace.CurrentCamera then
			cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):Connect(function(prop) this:CameraCFrameChanged() end)
		end
	end
end)


local AllowedMessageTypes = nil

function getAllowedMessageTypes()
	if AllowedMessageTypes then
		return AllowedMessageTypes
	end
	local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
	if clientChatModules then
		local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
		if chatSettings then
			chatSettings = require(chatSettings)
			if chatSettings.BubbleChatMessageTypes then
				AllowedMessageTypes = chatSettings.BubbleChatMessageTypes
				return AllowedMessageTypes
			end
		end
		local chatConstants = clientChatModules:FindFirstChild("ChatConstants")
		if chatConstants then
			chatConstants = require(chatConstants)
			AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper}
		end
		return AllowedMessageTypes
	end
	return {"Message", "Whisper"}
end

function checkAllowedMessageType(messageData)
	local allowedMessageTypes = getAllowedMessageTypes()
	for i = 1, #allowedMessageTypes do
		if allowedMessageTypes[i] == messageData.MessageType then
			return true
		end
	end
	return false
end

local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents")
local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering")
local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage")

OnNewMessage.OnClientEvent:connect(function(messageData, channelName)
	if not checkAllowedMessageType(messageData) then
		return
	end

	local sender = findPlayer(messageData.FromSpeaker)
	if not sender then
		return
	end

	if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then
		if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then
			return
		end
	end

	this:OnPlayerChatMessage(sender, messageData.Message, nil)
end)

OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName)
	if not checkAllowedMessageType(messageData) then
		return
	end

	local sender = findPlayer(messageData.FromSpeaker)
	if not sender then
		return
	end

	if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then
		return
	end

	this:OnPlayerChatMessage(sender, messageData.Message, nil)
end)
1 Like

oh i see do i put this script inside the npc? and then put the orginal script inside this script?

You can instead create a custom bubble inside your original script (e.g. create function and then call it when the NPC speaks). I gave the original script to help, but it seems too complicated, and I tried to change the background colour in Studio but wasn’t able to.

that sucks roblox should have a modifier to change bubble chat properties but not for all players, i am probably going to make a bubble chat using image labels inside the npc

There are a few ways to edit the default Roblox chat, but it does involve changing some of the default scripts that Roblox provides during runtime. If you don’t want to do that, you could continue creating a custom one, there are also some modules for custom chat, but I do not know if they work with NPCs.

what i mean is if u could use BubbleChatConfiguration.BackgroundColor3 = Color3.new(1, 0.666667, 1)
and that changes the background color , so there should be something where it limits it to the npc only

One way you could do that is by setting the BackgroundColor3 to that colour before the chat, and then set it to the default (RGB 250,250,250) after the message.

I can’t test it right now, but try it and tell me if it works.

1 Like

that would work but it would have performance issues in the long run since my script uses while true do
and changing the background color back and forth would make the game lag

Instead of using Chat() you should use DisplayBubble() instead.

To check if a bubble displayed came from an NPC, you can use the OnBubbleAdded callback to check if the sender is the NPC and to modify the bubble.

-- Services and Variables
local Players = game:GetService("Players")
local TextChatService = game:GetService("TextChatService") -- Gets the TextChatService

local NPC = script.Parent
local Head = NPC:WaitForChild("Head")

-- Set the chat bubble background color
TextChatService.OnBubbleAdded = function(message, adornee)
	if adornee == Head then
		local properties = Instance.new("BubbleChatMessageProperties")
		properties.BackgroundColor3 = Color3.fromRGB(255, 170, 255)
		
		return properties
	end
end

while true do 
	TextChatService:DisplayBubble(Head, "Welcome to Game")
	task.wait(10)
	TextChatService:DisplayBubble(Head, "Don't forget to join our group for more perks")
	task.wait(10)
	TextChatService:DisplayBubble(Head, "Enjoy your stay")
	task.wait(10)
end
1 Like

hello there

TextChatService.OnBubbleAdded can only be implemented on the client - Server - Chat:9

oh, one of the reasons why ur original script wont work is that ur script is a normal/server script

TextChatService only works on the client side (LocalScipts)

to fix this, simply change the RunContext of the script to Client instead of Legacy or Server or Plugin

1 Like

oh i see but my orginal script did not specify that it should limit the bubble background color to the npc only and that was the only issue on it . Anyways using the script u provided worked perfectly and changes the bubble background color without effecting it to other players thank you!

but you said this…

do you want it to apply to every npc in your game?

sorry for the confusion i only wanted it on1 npc in which i inserted the script in , if i needed it for multiple npcs i could use the same script inside the required npcs

oh sorry for the confusion, but can you clarify this? thank you

yeah sure! the orginal script did change the background color but that effected all the players in the game and i only wanted it to effect the npc in which the script is inserted and like somoone else said , i assumed its because of

BubbleChatConfiguration.BackgroundColor3 = Color3.new(1, 0.666667, 1)

which does not just apply to the NPC, but rather all the players in game , and ur code solved the issue as it only effects the npc and not every player!

nvm i fixed it!

1 Like