Ah, in that case-
Code
IF
DialogEnded("NPC Dialog name", INT InstanceID)
AND
GlobalEventSet("This was set by the correct choice in-dialog")
THEN
GlobalSetEvent("blahblah")

IF
GlobalEventSet("blahblah")
THEN
CharacterMoveToTrigger("NPC name", TRIGGER name, INT running, "NPC is moving")


Try using two GlobalEvents; one that is set within the dialog (and is checked when the DialogEnds), and another that is triggered by the previous THEN statement.

Edit:
Try using a _ in place of a 0 for DialogEnded. I'm looking through a script file right now and that's able to be done. The _ should mean anything works for that slot.

Last edited by Rhidian; 02/08/14 04:34 PM.