return function(World,LocalPlayer)
World["Red Rose"].ClickDetector.MouseClick:Connect(function()
game.ReplicatedStorage.Dialogue:FireServer({initiate = true,target = "Rose"})
end)
for _,I in pairs(LocalPlayer.Backpack:GetChildren()) do
if I.Name == "Rose" then
World["Red Rose"].Transparency = 1
World["Red Rose"].ClickDetector.MaxActivationDistance = 0
end
end
LocalPlayer.Backpack.ChildAdded:Connect(function(ch)
if ch.Name == "Rose" then
World["Red Rose"].Transparency = 1
World["Red Rose"].ClickDetector.MaxActivationDistance = 0
end
end)
end
The above code is ran in a module-script which is called by a local script when the world loads. No errors appear whatsoever, I printed at the bottom and it printed. I tried just calling the localplayer inside of it instead of telling it when I initially require the module, but nothing changed. I know that the script is atleast running because I am able to activate the click detector. I hate dead-ends like these