Oh wait sorry, I misinterpreted your question based on the title.

I've been trying to change some of the reflection dialog story scripts and I haven't looked too carefully but it seems like they're iterating over everyone in the party and seeing if they have something to say. So there's stuff like

//Collect all party companions
PROC
Proc_ReflectionDialog_CollectPlayers((CHARACTERGUID)_Player1,(STRING)_ReflectionDialogName)
AND
DB_IsPlayer((CHARACTERGUID)_Player)
AND
_Player != _Player1

Not sure how helpful that is, but I thought I'd at least try since I misinterpreted your initial post