Thanks for welcoming us on board!
We're using Dialogue System and Quest Machine for our new project, Dungeons of Atonement.
I'm testing various type of "bark" interactions with NPCs.
I want to make a NPC that "barks on idle", that part is simple.
But I want him to play different barks when the player interacts with him, now I don't know the correct way to do that.
I use SimStatus to alternate between barks.
Barks on Idle:
"Dum, dee dum..."
"Hmm-hmm, hmm-hmm..."
(he's just singing)
Barks on interact:
First time: "What a beautiful day, wouldn't you say?"
Second time: "Oh, the sweet solace of labour!"
Forever after: "Pom, pom-pom, pom...."
Basically, should it be structured like this:

Or like this?
Thank you so much!
Edit: I should mention I wish it all to be in one conversation, I'd prefer to have only one conversation graph per NPC.