Perhaps you need a quest check in the dialog, and an if/else situation. Here is an example, taken from (respectively) estrella de alencar_dialog.c and Armand Delacroix_dialog.c - <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> case "Second time":
if(CheckCharacterItem(Pchar,"estrella_token"))
{
dialog.Text = "Oooh, Capitán " + PChar.name + "! You are back! Madre del Dios, is he all right?";
if (CheckQuestAttribute("talk_to_armand", "talk"))
{
Link.l1 = "I found him well and healthy, Doña Estrella.";
Link.l1.go = "report_node1";
}
else
{
Link.l2 = "I haven't found him yet, Señora. But I will be leaving soon.";
Link.l2.go = "exit";
}
}
else
{
Dialog.text = "Wait. You are a sea capitán. Are you carrying a letter to be delivered here?";
if(CheckCharacterItem(Pchar,"Letter_Reward"))
{
link.l1 = "Yes, I have a letter.";
link.l1.go = "letter_yes";
}
else
{
link.l1 = "No, I'm sorry, señorita, I am not.";
link.l1.go = "letter_no";
}
}
break;<!--c2--></div><!--ec2--><span style='color:darkred'>if (CheckQuestAttribute("talk_to_armand", "talk"))</span> case "First time_1":
d.Text = RandSwear() + DLG_TEXT[2];
Link.l1 = DLG_TEXT[3];
Link.l1.go = "Story_first talk";
pchar.quest.talk_to_armand = "talk";
break;[/CODE]<span style='color:darkred'>pchar.quest.talk_to_armand = "talk";</span> and that should do it for you!
Hope this helps! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="

" border="0" alt="onya.gif" />
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Now I'm curious as to what you're working on! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

" border="0" alt="icon_mrgreen1.gif" />