Thanks hockeykid and Thraxas.
In response to Thraxas' question but for everyone interested.
If you downloaded the examples you should be able to glean from them how it was done. (I use glean for a reason

). Anyway, I will try to briefly explain it here. The following code contains the two possible responses that are needed.
:rpg_newplayerinput:rpg_playerinput_numberseq=1,rpg_playerinput_chatnumber=3,rpg_playerinput_keywords=where-key-locked-door-unlock,rpg_playerinput_totalnumbercanmatch=5,rpg_playerinput_minimumnumbercanmatch=3,rpg_playerinput_keywordsmustmatch=where-key-door
:rpg_newplayerinput:rpg_playerinput_numberseq=2,rpg_playerinput_chatnumber=3,rpg_playerinput_keywords=can-open-locked-door-unlock,rpg_playerinput_totalnumbercanmatch=5,rpg_playerinput_minimumnumbercanmatch=3,rpg_playerinput_keywordsmustmatch=can-open-door
You will see that they are set up separately. This helps in identifying which one was used. The keywords for one possible response are: where-key-locked-door-unlock. The other possibility: can-open-locked-door-unlock.
You will notice that there are 3 words that are the same. This in itself can be a problem. Also, as you had mentioned if you use a keyword that would make either one correct would be a problem. So, I have allowed different methods for finding the correct response. The main setup command is:
rpg_playerinput_totalnumbercanmatch=. This is required and includes
all of the keywords. If all match then it is a definite match. However, most of the time you may not need all to match; especially if you don't have more than one possible response to look for. So you can have this command:
rpg_playerinput_minimumnumbercanmatch=. You have five possible keywords but only so many (say 3) need to match. However, what if you have more than one possible response. You need to narrow it down even further. That's where this command comes into play:
rpg_playerinput_keywordsmustmatch=. For one response to match the keywords "where-key-door" must be provided. For the other response to match the keywords are "can-open-door". You notice I required the beginning of response question (where or can). This forces the player to at least write a sentence. And of course if he gets it wrong by just putting in a couple of words this will force him to pretty much use complete sentences. I knew that I didn't have to but in testing I try to come up with variations. This helps me create the keywords.
So, as you can see, much thought will have to go into creating dialogue. I hope I have created it so that it can be as simple or as complex as you like.
There is even a more complicated way of creating AI for dialogue. However, I believe it is beyond the scope of what we want to do here.
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