Hi!
One way to accomplish this (there may be other, better ways!) is using the TranslatedStringKey Editor.
![[Linked Image]](http://i.minus.com/icUUXTsKTVPh8.png)
Open it up with using the button boxed in red on the image and create a new thingy with File>New. Then enter your displayed dialog in 'content' and put the name of the text in 'key' (this key being how you'll reference your displayed dialog in the Story Editor.
Drop down your item (gravestone, whatever), make it Global, give it a displayname (it needs one as it will show up in the chatbox) and in OnUseActions, select 'Story_Use' (it's called something like that).
Then in your StorEditor, add code
IF
CharacterUsedItem(_player,name_of_your_global_item)
THEN
ItemDisplayText(name_of_your_global_item,"key_used_earlier");
Should work!
And ignore the passive aggressive text from my test gravestone. I'm just venting some frustration caused by my dialogs breaking in my own module. :p