local ENdialog = script.Parent.ENDialog
local client = game:GetService("Players").LocalPlayer
--local MarketplaceService = game:GetService("MarketplaceService")
ENdialog.DialogChoiceSelected:Connect(function(player, choice)
if player ~= client then
return
end
if choice.Name == "Tips" --[[ or whatever it was]] then
--MarketplaceService:PromptGamePassPurchase(client, 11662453) -- Whatever the ID was
end
end)
if client.LocaleId and client.LocaleId=="ja-jp" then
ENdialog.InitialPrompt="いらっしゃいませ・・・?"
ENdialog["Actually..."].UserDialog="何か元気ないね"
ENdialog["Actually..."].ResponseDialog="機械翻訳が壊れてるからな。"
ENdialog.Why.UserDialog="何でこんな所に?"
ENdialog.Why.ResponseDialog="ここも架空世界の一種だからな。"
ENdialog.Printer.UserDialog="プリンターはどこ?"
ENdialog.Printer.ResponseDialog="・・・君の後ろだよ。"
end
And last question so I know what to go off of, is the specific dialogue given to random players or specific players? (like if a player’s username is something it’ll show that dialogue, that probably didnt make any sense but I hope it did.)
Oh, sorry. I didn’t notice that. Well from what i’m getting anyways you want different dialoge do show up from where the local player is standing/local player’s position correct?
Well by what your saying if you want to check if a player is in an area for something different to happen like for example, enable new dialogue, this might seem to help. Just attach this to check if this code is true and it should work: Detect if a player is inside a certain area
If this doesn’t work, I can go on my computer in a couple of hours and try make some code that will hopefully work! There is a high chance I most likely understood you wrong as I can be very dumb most of the time.