NPC recognize's PC when speaking a second time

This can all be done in the script wizard. Make your conversation as follows.

+Root NPC â€“ Hello, we meet again. NPC â€“ Hello, I am NPC and you never met me. - PC Ok.

On the first text node (Hello, we meet again.) click on the "Text Appears When" tab and click the wizard hat. Click on the "Local Variables" box and put a mark in it, click next. In the first blank box, Enter a name like "WeMet" (no quotes). In the next blank box enter a number, 1 is usually good. Click the "Add" button and then "Next" and then done. Now, in the next Text node, the one you want to appear first (Hello, I am NPC and you never met me.). Click on the "Actions Taken" tab. Click on the little wizard hat and select "Set Local Variables", click Next. In the first empty box type the SAME NAME as you used in the other wizard. For this example I used "WeMet" (again, no quotes). In the Next blank box enter the SAME NUMBER you gave it the first time, in this case 1. Click â€œAddâ€ and then Next, then Finish.

Now when your PC talks to the NPC they will get the text node "Hello, I am NPC and you never met me." Your conversation can branch from there. The next time the PC talks to the NPC he will say the first text node, "Hello, we meet again".

NOTE: It is important that you include a PC response. Even if it is a "End Dialog". Scripts that are attached to a NPCs "Actions Taken" script handle will not trigger unless a PC has a text line to click on. If there is no PC response line the NPC will say his last line and the Dialog ends, skipping the Actions Taken script.