No, quest code such as that would go into either "PROGRAM\QUESTS\quests_reaction.c" or "both_reaction.c".
Another thing you could try is to put this into "dialog.c":
Code:
AddDialogExitQuest("rex_prepare_to_leave");
That would probably go somewhere in the same dialog case as 'link.l1.go = "exit";' because that line will trigger quest case "prepare_to_leave" when the dialog ends.
Then, in whichever of "quests_reaction.c" or "both_reaction.c" you are using for quest code:
Code:
case "rex_prepare_to_leave":
PChar.quest.rex_in_town.win_condition.l1 = "location";
PChar.quest.rex_in_town.win_condition.l1.character = PChar.id;
PChar.quest.rex_in_town.win_condition.l1.location = "Oxbay_town";
PChar.quest.rex_in_town.win_condition = "rex_in_town";
break;
case "rex_in_town":
ChangeCharacterAddressGroup(CharacterFromID("Rex Hathaway"), "Oxbay_town", "goto", "goto1");
Characters[GetCharacterIndex("Rex Hathaway")].dialog.CurrentNode = "Some_Dialog";
LAi_SetStayType(CharacterFromID("Rex Hathaway"));
break;
Replace "Some_Dialog" with the name of a new dialog case in his "dialog.c" file.
So, talking to Rex in the tavern will end by triggering "rex_prepare_to_leave". This sets up a further trigger; when you leave the tavern and return to Oxbay town centre, you trigger "rex_in_town" which puts Rex on locator "goto1", waiting for you to talk to him again. You can choose a different locator if you want him standing somewhere else, such as near the tavern door or behind the tavern.
The video shows that you're making progress with dialog.
Some of it seems to be just place-holders at the moment but at least it's working.