fixed unwanted "else" dialogue on "intro" bug
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@@ -137,7 +137,6 @@ public partial class dialog_bubble : CanvasLayer
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triggerArea.Set("introducedVillager", true);
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triggerArea.Set("introducedVillager", true);
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GatherDialog("welcome"); //not that logical conversation maybe split "welcome" and "what do you want"
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GatherDialog("welcome"); //not that logical conversation maybe split "welcome" and "what do you want"
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UpdateDialog();
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UpdateDialog();
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dlgPointer++;
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break;
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break;
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}
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}
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}
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}
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