I finally have the basics of my NPC complete, with one minor problem. In your tutorial, it suggests making the following to be what activates when you talk to the NPC subsequent times after rejecting them entrance into the party:
IF ~NumTimesTalkedToGT(0)~ THEN BEGIN ReturnDialogue
SAY ~I see you have returned, my friend.~
IF ~~ THEN REPLY ~Yep, come and join the party.~ DO ~SetGlobal("VondoJoined","LOCALS",1)
JoinParty()~ EXIT
IF ~~ THEN REPLY ~Yeah, but I still don't want you in the party.~ GOTO RefusedAgain
END
IF ~~ THEN BEGIN RefusedAgain
SAY ~Ah, once again you refuse my offer. No matter, I will amuse myself with this magical device I have purchased. It was given to be by a gnome named John Johnson, or something similar.~
IF ~~ THEN EXIT
END
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However, it doesn't show in your "finished product" box at the end of step one, and I'm unsure as to where it belongs in the D file. I have one written myself for my characters diologue after being declined during the first talking, but when I talk to him a second time it acts as though we had never spoken for, which I'm guessing is because of missplacing that block. Where does it belong? and what does the "GT" mean in the ~NumTimesTalkedToGT(0)~? My guess is "greater than", but I could very well be wrong. Here's mine, specifically, so if there are any noticeable errors, let me know, but I basically just need to know where to put it.:
IF ~NumTimesTalkedToGT(0)~ THEN BEGIN ReturnDialogue
SAY ~You've returned! Have you reconsidered?~
IF ~~ THEN REPLY ~I have, and your skills are missed in your absence. Please join me!~ DO ~SetGlobal("ArdanisJoined","LOCALS",1)
JoinParty()~ EXIT
IF ~~ THEN REPLY ~I have, actually. But I still have no use for you.~ GOTO RefusedAgain
END
IF ~~ THEN BEGIN RefusedAgain
SAY ~Ah, how high you've brought my hopes. Oh well.~
IF ~~ THEN EXIT
END