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If it's supposed to happen at a specific time or place, you could just throw in a begin_talk_mode in a town state and then call that state at the specified time.

 

Following NPCs have their own scripts, too, so you can do the same thing but have it in the character's script -- which may be better, because then it will have the "Done" button that it wouldn't have otherwise.

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What I was thinking is that the player should use the talk icon to talk with the NPC. And when he does it in a specific place or area, new talking nodes would appear.

 

For example. I try to talk to the NPC and receie a message saying we do small talk. But when I try to talk to him inside a certain building, for example, then it would trigger a dialogue (stored in the town's dialogue script).

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