rme2001 wrote:Create the 2nd event on NPC1 : If he's targeted dialog 2 starts script with the CONDITION that Dialog 1 is not running anymore.
That's a nice way of working around it! You're right, it does work, but technically speaking that shouldn't work. After all, the first time you target NPC1, Dialog 1 isn't running yet (it doesn't start until you target) so Dialog 2 should start as well.
It does solve rushin's problem, but it's really another thing that doesn't work the way it should.
rme2001 wrote:Resetting after this step is just a matter of adding an event to dialog 3's end of script to activate dialog 1 and 2 again.
Have you tried that part too? Activating dialog 1 and 2 after they've been deactivated has been, in all my tests, impossible.