The script should be started on the main char. Don't forget to change the list of nicknames, who u want to control.

Also, we have a ready-made, much more powerful script called Manipulator that can repeat almost any action in the game after main window.

const
  DialogRepeatEnable: boolean = true; // repeat dialogs, true(yes) / false(no)
  // list of character nicknames that should be repeated outside the main window
  DialogRepeatPlayerList: array of string = ['Krickt1338', 'Krickt1339', 'Vasya'];
  OpcodeStr = '23';  // for Interlude replace with '21'
  OpcodeHex = $23;   // for Interlude replace with $21

procedure OnCliPacket(ID1, ID2: Cardinal; Data: Pointer; Size: Word);   // output packet handler (C->S)
begin
  if (DialogRepeatEnable) and (ID1 = OpcodeHex) then   // if repeat is on, and the package id is the same as the dialog selection then
    DialogRepeat(MemToHex(Data^, Size));               // call the function that will repeat the dialog selection to the specified windows
end;

procedure DialogRepeat(PacketData: string);
var 
  E: TL2Control;
  i: integer;
begin
  for i:= 0 to Length(DialogRepeatPlayerList)-1 do begin         // go through the list of chars that need to repeat the dialogue
    E:= nil;
    E:= GetControl(DialogRepeatPlayerList[i]);                   // get Engine of the desired window
    if (E <> nil) then E.SendToServer(OpcodeStr + PacketData);   // if Engine is received, then send the dialogue selection packet
  end;
end;

procedure DialogOpen(E: TL2Control);    // takes a target and opens a dialog with the desired NPC by another window
begin
  E.SetTarget(User.Target.ID);
  E.DlgOpen;
end;

procedure DialogOpenThread();           // main thread performing all logic
var
  p1, p2: integer;
  i: integer;
  E: TL2Control;
  LastTargetID: cardinal;               // here we store our last target ID
  LastDlgText: string;                  // text of the last dialogue will be stored here
begin
  Engine.SendActID(1);                        // activate interception C-> S packets
  while (true) do begin                       // run an endless loop
    Engine.WaitAction([laDlg], p1, p2);       // waiting for the event "opening dialogue"
    while (User.Target.ID = LastTargetID) and (Engine.DlgText <> LastDlgText) do delay(10);
    for i:= 0 to Length(DialogRepeatPlayerList)-1 do begin   // for each nick from the list of characters
      E:= nil;
      E:= GetControl(DialogRepeatPlayerList[i]);             // get it Engine
      if (E <> nil) then                                     // and if Engine is received then
        Script.NewThread(@DialogOpen(E));                    // start a thread for it, which will open a dialogue with the desired NPC
    end;
    LastTargetID:= User.Target.ID;                           // rewrite last target ID
    LastDlgText:= Engine.DlgText;                            // and the text of the last dialogue
  end;
end;

begin
  if (DialogRepeatEnable) then              // if repeat is on then
    Script.NewThread(@DialogOpenThread);    // start a thread that will do everything necessary

  // code ...    
    
  Delay(-1);
end.