IF CharacterEnteredTrigger(_Player,_EventTriggerName) THEN SelectAndStartDialog(_Player,_NPCName);
Proc_StartDialog(0,"DialogName",_NPCName,_Player);
IF DialogEnded("DialogName", _) AND DB_IsPlayer(_Player) AND ObjectGetFlag(_Player, "FlagName", 1) THEN SetFaction(_NPCNAME,"Evil NPC");