Hello everyone, everything good?
I come to ask if it is possible to change the entire content of a dialogue if the player already has the proposed dialogue badge
Like, before the badge the dialogue tells you to win it and after you win and return the dialogue changes
But from reading the documentation, it would be something like
local BADGE_ID = 00000000
-- Check if the player has the Badge
local success, hasBadge = pcall(BadgeService.UserHasBadgeAsync, BadgeService, player.UserId, badgeID)
-- If there's an error, issue a warning and exit the function
if not success then
warn("Error while checking if player has Badge!")
return
end
if hasBadge then
-- put the badge logic here
end