Thank you for having downloaded this mod, I hope it will help you to write the dialogue of your dreams :)
And for those of you who had already give a try to my modified version of DialogueActions, this mod is meant to totally replace it, so that you can continue to download the next upgrades of DA.

First of all, please note that this mod is an extension of Pim_gd and WeeWillie's DialogueActions. THE MOD WON'T WORK if you do not load DialogueActions before you try to load it. So always make sure
you have DA loaded. Personnally, I put the 2 of them in my $INIT$ folder and add them to the Mods.txt file in the same folder.
DialogueActions can be found here: https://www.undertow.club/threads/pim_gds-mods-dialogueactions-v4-04-25-aug-2016.5889/

So I added some little extras to DialogueActions and even though it's little things, I wanted to share them with all the SDT community.
I'd like to point out that some of them are just the work of Colin that I copied/adapted. 
His CustomAutomation Mod can be found here for those who may not know about it yet: https://www.undertow.club/threads/colins-loader-mods.8992/
His work on extending DialogueActions is very impressive but unfortunately, when loading his mod I had a strange grab-bug on the [AUTO_SELF] mode which I need to keep as it is in the current version of Dialogue Actions.
That's why I copied part of his work instead of just load his mod. But I don't want anybody to think that I've stolen his code or that I'm trying to take credit for things that I did not do myself.
I just want to give the tools that I developed for my own dialogues to everyone who could benefit from it too.

So, here we are in the development of this mod:

MoreTriggers v2.3:	TODO-LIST: 	Vérifier que le Samus Hairband disparaît bien avec HIDE_HAIR et ajouter un TOGGLE_BREATH si pas déjà de variable dans DA.
								Ajouter le OVER aux GROW/SHRINK pour pouvoir ajuster la durée sur laquelle l'effet doit s'étendre
								Ajouter un SET_TIMER du style: [SET_TIMER_7500_myTimeVar]. Ensuite tu peux consulter la myTimeVar en read-only (ou pourquoi pas en write aussi si on veut pouvoir imaginer la possibilité de remettre du temps dans le compteur, effectivement ce serait parfait pour fin de soirée).
								Et bien sûr puisque ta myTimeVar existe maintenant, rien ne t'empêche de binder une ProgressBar dessus ^^
								Et enfin si elle atteint 0 ça déclenche la ligne myTimeVarElapsed.
								L'intérêt de ne pas utiliser un nom prédéfini pour la ligne de fin est que tu peux lançer potentiellement plusieurs timers en même temps mais je ne sais plus si c'est possible, il faut que je revois mon code pour voir à quel moment du dialogue je dois enregistrer les noms des lignes custom. Et faut savoir aussi que DialogueChecker va râler si on fait ça ou alors il faudra que tu crées ton propre JSON. Ou alors je fixe des noms arbitraires comme myTimer1, myTimer2, myTimer3 , et si j'en prévois une dizaine ça devrait largement le faire.
								Ajouter un Trigger qui peut simuler un clic sur le bouton reset. (Mais attention à s'assurer que MT est bien persistent avant :D)
								Ajouter un paramètre à [LOAD_FOLDER] pour ceux qui veulent initier un RESET avant le loading.
								Voir si on peut lock/unlock le zoom via un trigger
								Voir si on peut créer un Trigger [OPEN_EYES_<time_ms>] pour forcer les yeux à rester ouverts en toute circonstance pendant un certain temps.
								Voir si on peut rendre les Triggers [GROW_BREASTS_BY_] compatibles avec le mod SuperBreast. Il suffit peut-être simplement de supprimer la limite à 149 si le mod est chargé.

MoreTriggers v2.22a:Just added the Gimp version (.xcf) of the Progress Bar Template provided by @BlueZephyr. Thanks man !

MoreTriggers v2.22:	Corrected a bug in [HIDE_HER]/[SHOW_HER] which kept the legs visible when using an Animtools position with the "behindleg" option. Thanks to @Rudgar for pointing this out, and @sby to tell me in which layer he sent those legs :D
					Added Triggers [GROW_HIS_BALLS_BY_<value>] and [SHRINK_HIS_BALLS_BY_<value>] as per @jawbreaker's request

MoreTriggers v2.2:	Added Triggers [LOAD_FOLDER_<folderPathname>], [WINCE_<time_ms>], [GROW_BREASTS_BY_<value>], [SHRINK_BREASTS_BY_<value>], [GROW_BODY_BY_<value>], [SHRINK_BODY_BY_<value>], [GROW_HIS_PENIS_BY_<value>], [SHRINK_HIS_PENIS_BY_<value>], [GROW_HER_PENIS_BY_<value>], [SHRINK_HER_PENIS_BY_<value>], [SHOW_HER_PENIS_<selection>] & [HIDE_HER_PENIS_<selection>]
					Minor change for $INIT$ and $RESET$ folders to be usable as real charfolders. (Before this, you could not use any triggers which use image files, settings file or anything that needed to be provided in the charfolder).
					Corrected a bug in [KILL_OVERLAY] which prevented to reload any other overlays after having killed one.
					Corrected a bug in [SHOW_CREDITS] when you did not provide a logo image. You can now really use the noImage value or delete the line :)
					
MoreTriggers v2.1:	Added Triggers [SET_OVERLAY_<filename>_<EFFECT>_<0-100>], [HIDE_OVERLAY], [SHOW_OVERLAY], [KILL_OVERLAY] & [BIND_VARIABLES_<var1>_<var2>]
					Added Variable "mt.vigour"
					Corrected a bug on [SHOCK_<time_ms>] which made the dialogue break and could potentially crash the flash player (nice ! :) )
					This version does not rely on specific features added in new versions of DialogueActions or DialoguePatch, and will still load & work with previous required versions, but since these mods have been recently updated to correct the "check" problem with variables, I highly recommend the use of DialogActions > v4.06 and DialogPatchV4 from now on, especially if you're using the mt.<whatever> or da.<whatever> variables. In this case, please also note that you'll now need to have your Mods.txt loading order like this: SDTDialogueActionsv4.06+.swf -> dialogpatchV4.swf -> MoreTriggersv2.1.mod

MoreTriggers v2.01:	Corrected a bug which made the dialogue crash if you called SHOW, HIDE or KILL PROGRESSBAR when no Progress bar has ever been setted. (Why would you do that anyway ? :p)
					Correction on the Effects Reminder.jpg file. SUBSTRACT does not exist and will make the dialogue crash. It is SUBTRACT. Sorry for that !
					Minor correction in the JSON file for Dialogue Checker.

MoreTriggers v2.0: 	Merged all the triggers from TimedTriggers with performance corrections. Now those triggers should have a lesser impact on performances and if they do, they will only have impact during the time they're used.
					Also added extended possibilities to the LOOK_ Trigger.

MoreTriggers v1.1:	Added Triggers [PENIS_ALPHA_<EFFECT>_<0-100>], [HIM_ALPHA_<EFFECT>_<0-100>], [HER_ALPHA_<EFFECT>_<0-100>], [SET_PROGRESSBAR_<X>_<Y>_<MINVALUE>_<MAXVALUE>_<STARTING-VALUE>_<HEXCOLOR>_<BOUND-VARIABLE>], [HIDE_PROGRESSBAR_<BOUND-VARIABLE>], [SHOW_PROGRESSBAR_<BOUND-VARIABLE>], [KILL_PROGRESSBAR_<BOUND-VARIABLE>], [SHOW_CREDITS] & [SHOW_SPLASHSCREEN_<filename>_<TIME>]
					Added Variable "mt.cuminmouth"
					This version will require the version 4.06 or higher of DialogueActions and version 5.45d of the Loader.
					I also understood the difference between .mod and .swf Mods so now MoreTriggers will be released as a .mod (which changes nothing for you, it's just file renaming).

MoreTriggers v1.01:	Added [CLEAR_HAIR], [SHOW_HER] & [HIDE_HER], [SHOW_HAIR] & [HIDE_HAIR]

MoreTriggers v1.0: 	First version, nothing more to say, just try it and let me know if there is a problem :)
					This version has been tested with the version 4.04 of DialogueActions.


And here is the list of the new triggers that you can use once the mod is loaded:

[TONGUE_ADD] & [TONGUE_REMOVE]: Ticks or Unticks the Tongue Option (can be necessary because the tongue tends to bug some times so I found it useful to be able to automatically "reboot" it at the beginning of my dialogues :) ).
This code is totally stolen from Colin's Mod

[UPDATE_RESISTANCE_<0-100>]: A way to get around the SDT bug which does not permit anyone to modify the resistance value outside of the GUI. So you can now use this trigger to change the resistance of the girl.
The value can only be between 0 and 100. If you try to use another value it will be set to 0 or 100 instead.
Please note that you'll still need to put a [RESET_RESIST] after it if you want to... Reset the Resistance of the girl to the new value you just set :)
This code is also adapted from Colin's Mode

[HIDE_HIS_LEFT_ARM] & [SHOW_HIS_LEFT_ARM]: Let you Show/Hide the left arm of the guy which you may want or not depending on your dialogue.

[TOGGLE_LOADER_ARM_ON] & [TOGGLE_LOADER_ARM_OFF]: Requested by @aztlan, a convenient way for dialogue writers to show or hide the Loader Hacked Arm.
(It's the other Left Arm that can be enabled in the Loader page and which can grab her head too, alongside the right arm).
Please note that showing or hiding the Loader Arm will not automatically hide or show the normal left arm. They are totally independents.

[TOGGLE_NIPPLES_ON] & [TOGGLE_NIPPLES_OFF]: These triggers allow the dialogue writer to simulate a click on the Nipple button which is added by sby's allalphaslidersV5.swf mod.
If you don't know what I'm talking about, it is a button at the left of the Bra selection box and it gives you the ability to hide the nipples which can be drawn over the clothes sometimes, and especially if you use custom nipple mods.
But be aware that changing clothes will redraw the girl and the nipples may re-appear. You can try this behavior via the GUI if you wanna see what I'm talking about... So you may have to use these triggers after each 
da.charcode.load if you use custom nipples. But hey ! You've got a trigger for this now :)
For this one, the credit goes to sby, because thanks to him I did not have to dig into the game variables to find out how to show/hide the nipples :)

[CLEAR_HAIR]: Same Effect as clicking on the arrow button near the "Modding -> Hair..." Button. It unloads Custom Hairs. Can be useful when you provide several character folders and you have one with a girl who is using default hairs.
If you load a folder with a CustomHair and then load a folder with no CustomHair, the girl will keep the old CustomHair and won't delete it to reverse to the Vanilla SDT Hairs that you may have chosen in your charcode.

[SHOW_HER] & [HIDE_HER]: Pretty simple, it just does what it says by making her visible/invisible. Please note that CustomHairs will remain untouched. This is done on purpose because some creative people have created girl replacers as Hair Mods (search the forum for Tentacles if you're interested). If you want to make her disappear totally, see triggers below.

[SHOW_HAIR] & [HIDE_HAIR]: These triggers control the visibility of the hair. Use this trigger if you want to make the hair disappear temporarily and hence [CLEAR_HAIR] is not an option. This trigger also works with vanilla hair and not only custom hair.

[PENIS_ALPHA_<EFFECT>_<0-100>], [HIM_ALPHA_<EFFECT>_<0-100>] & [HER_ALPHA_<EFFECT>_<0-100>]: These Triggers will add transparency special effects to the penis, to him (including penis) or to her. The "EFFECT" parameter must be a flash BlendMode value in upper case (I'll give you some below). The next value is the alpha channel percentage for the penis, him or her. At 100, it is fully visible and becomes more transparent as you decrease this number. The BlendMode that you will use to manage how transparency is applied can be chosen from this list provided by @al1enh0mIn1d:
DARKEN, DIFFERENCE, HARDLIGHT, INVERT, LAYER, LIGHTEN, MULTIPLY, OVERLAY, SUBTRACT and of course: NORMAL. You can find an "Effects Reminder.jpg" file in this package which illustrates some of these effects and a complete list of Flash Blend Modes here: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BlendMode.html
Important Note: These effects tend to kill FPS a bit (A lot for HER) Really ! And like the original mods on which the HER_ALPHA is based, it also has the downside of killing the game sometimes... Now you know it ! (PENIS and HIM are fine for what I've tested, because I used a much simpler version of mine (which of course does not work very well with HER due to the multiple layers which the girl is made of)).
Important Note: The additional work which is done over the hood for the girl transparency is totally the work of @al1enh0mIn1d. I just adapted his code to the trigger system of DialogueActions so that dialogue writers can easily play with it. But that's entirely his mods. If you want to find his original Effects Mods, I think they're not on the forum anymore, except in the Archives: https://www.undertow.club/threads/import-archive-cleaned-archive-swf-archive-lists-rar-format.6874

[SET_PROGRESSBAR_<X>_<Y>_<MINVALUE>_<MAXVALUE>_<STARTING-VALUE>_<HEXCOLOR>_<BOUND-VARIABLE>]: This trigger will add a ProgressBar to the interface. To set it, here are the values that I want you to provide:
<X> & <Y>: The position of the ProgressBar on the screen. You should know that X and Y origins are located at the top left of the Flash window :)
<MINVALUE>, <MAXVALUE> & <STARTING-VALUE>: The numbered values which makes the boundaries of this ProgressBar. It is empty at MINVALUE, full at MAXVALUE and will be created with a first value of STARTING-VALUE.
<HEXCOLOR>: The color of your ProgressBar as an Hex RGB Color Code (like FF0000 for RED or FFFFFF for WHITE, etc...)
<BOUND-VARIABLE>: The name of the variable that you want the ProgressBar to be bound with. For example if you choose ghostPower and then YOU DON'T FORGET to create the "ghostPower" variable in the initial settings of your dialogue. Your progressbar will auto-update its value when you "set":{"ghostPower":<numeric value>}
Note: If you provide a <myName>Bar.png file with the name of your bound variable in your character folder (ghostPowerBar.png for example), it will be put over the ProgressBar to "wrap it" (dress it? I dunno...). You'll find some "ProgressBar Template.pdn" files to create easily your own png wrappers. Just replace the design on the topmost layer with yours, delete the helping black bar layer which represents the full progress bar and save as a .png with transparency.
Oh! In case you don't know, .pdn format is Paint.net. It's a free photoshop-like program :)
For now, the size of the progressbar is fixed, but if there is a real demand for it, I may think about giving you a more complex trigger where you can set the height and width yourself and do much prettier big things with the wrappers.
NoteoftheNote: The X and Y values are the position of the ProgresBar itself, so if you want to provide a wrapper, please do not forget to leave some space at the left (17) and top (3) because the position of the wrapper is ProgressBarX - 17 and ProgressBarY - 3

[HIDE_PROGRESSBAR_<BOUND-VARIABLE>], [SHOW_PROGRESSBAR_<BOUND-VARIABLE>] & [KILL_PROGRESSBAR_<BOUND-VARIABLE>]: Pretty logical, these triggers will let you show/hide/kill each progress bar independently. A kill means that you want to dispose of the progressbar and won't try to make it re-appear, while a hidden progressbar can still be re-shown when you want :)
Note: You can also use [HIDE_PROGRESSBAR_ALL], [SHOW_PROGRESSBAR_ALL] & [KILL_PROGRESSBAR_ALL]. Do I really need to explain them ? :)

[SHOW_CREDITS]: This trigger will launch the rolling of some credits. You can use it at the start or at the end of your dialogue (or whenever you want, I don't care :p). All the necessary information about the credits are to be setted in a "credits-settings.txt" file which should be placed in your character folder. The file contains all comments necessary to understand which option controls what, and where and how to set the credits text and optional logo.
When the credits rolling ends, the mod will trigger a "credits_ended" line if you defined one in your dialogue.
You'll find an example of this settings file shipped with this mod, filled with the default settings. You can also find 2 working examples in my pre-packaged dialogues. An ending credits, pretty standard at the end of the Ghostbusters dialogue (when you win), and one more complex example, showing you how you can use the settings file to create a Star Wars crawling text style intro at the start of the Star Wars dialogue.

[SHOW_SPLASHSCREEN_<filename>_<time(ms)>]: This trigger will simply display the given image as a Splashscreen (over everything else on the SDT screen), so you don't have to bother with background, and hiding everything to just display an image as an introduction or title for example.
The splashscreen file will be searched in the character folder and will be displayed for the parameter <TIME> that you'll define in milliseconds. When the time has elapsed, the mod will trigger a "splashscreen_unloaded" line if you defined one in your dialogue.

[CLOSE_MOUTH] & [CLOSE_MOUTH_<time(ms)>]: [CLOSE_MOUTH] will force the mouth to stay closed until you put an [OPEN_MOUTH] to release it. Be aware that this is not a [CLENCH_TEETH], even with the mouth closed, the penis can still 
enter in her mouth, with some strange behaviors and visuals. Unfortunately, it seems that ANIMTOOLS does disable the [CLENCH_TEETH] trigger, so if you want a closed mouth to not be able to suck the dick, you'll have to find a way 
to make [CLENCH_TEETH] work again and/or ask something to sby :)
[CLOSE_MOUTH_2500] (for example), will make the mouth close for 2500 ms (2,5 s), after that it will re-open by itself.

[OPEN_MOUTH], [OPEN_MOUTH_<time(ms)>] & [OPEN_MOUTH_<time(ms)>_<power>]: [OPEN_MOUTH] has the only effect of releasing a closed mouth.
[OPEN_MOUTH_2500_2] will force the mouth to stay opened at 2 for 2500 ms. Note that the power of opening can escalade quickly, so try little numbers only if you don't want to tear her face apart :)
[OPEN_MOUTH_2500] will force the mouth to stay opened at a default value of 1 for 2500 ms.

[SHOCK_<time(ms)>] & [SHOCK_<time(ms)_<power>]: [SHOCK_2500_150] will make her eyes have the shocked look for 2500 ms with a "shock power" of 150. For what I have seen, the shock power can be any value but if you go too high (above 1000 for example) she will have all black eyes which will not revert to normal even after the time has passed (but you can recover normal eyes with another [SHOCK_10_20] for example).
[SHOCK_2500] will make her eyes have the shocked look for 2500 ms with a default shock power of 85.

[LOOK_UP_<time(ms)>], [LOOK_DOWN_<time(ms)>] & [LOOK_STRAIGHTFORWARD_<time(ms)>]: These will force her to look up, down or straight forward for at least the time desired. After the time has elapsed, she will do whatever she wants again (and will change where she looks or not).
[LOOK_<X>_<Y>_<time(ms)>]: This trigger will force her to look at the desired X,Y position on the screen but be aware that due to some internal routines of SDT, you won't be able to apply exotic positions (like rolling her eyes back as if she was looking behind her for example).

[SET_OVERLAY_<filename>_<EFFECT>_<0-100>]: This trigger is adapted from ModGuy's code and lets you set up an overlay that will be displayed on a layer above the game (but under the game menu and dialogue box). You'll need to give these parameters to the trigger:
<filename>: Put an image file (JPG, PNG or GIF) in your character folder and just give the filename to the trigger. The overlay should be 700x600, the size of the screen.
<EFFECT>_<1-100>: You will also be able to define an effect and transparency to apply to the overlay. The "EFFECT" parameter must be a flash BlendMode value in upper case. The next value is the alpha channel percentage for the overlay. At 100, it is fully visible and becomes more transparent as you decrease this number. The BlendMode that you will use to manage how transparency is applied can be chosen from this list: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/BlendMode.html
Note: The overlay is covering the SDT WINDOW, not the "scene" itself nor the background. What I mean is that if you put something on this layer, it will stay at the sameplace in the window, even when you zoom-in or zoom-out the scene. Be aware of this when putting something over the scene cause it won't move with the background.

[HIDE_OVERLAY]: Temporarily hides the overlay you set previously.

[SHOW_OVERLAY]: Shows back the set overlay.

[KILL_OVERLAY]: Definitely dispose of the overlay.

[BIND_VARIABLES_<var1>_<var2>]: When you write dialogues, you may want to double check some variables on a same line to create ranges. For example I defined "myVariable":5 and I have some lines like these:
myLine:"Blah blah" {"check":{"myVariable":">=1","myVariable":"<=3"}}
myLine:"Blah blah" {"check":{"myVariable":">=4","myVariable":"<=7"}}
myLine:"Blah blah" {"check":{"myVariable":">=8","myVariable":"<=10"}}
Basically, it would not work, because you can't check the same variable multiple times on one line. I think it's @sby who reported this, or at least I've been aware of this by reading the notes of one of his mods where he explains that he created var1 and var2 which are always populated with the exact same values so that you can use var1 and var2 to check for ranges of values for the "same" variable.
So if you want to do this in your own dialogue, you have to make sure that you always "set":{} var1 and var2 with the same values at the same time. Maybe you won't find this difficult, at least if you think about ranges from the beginning of your writing (adding it in an already 500 lines dialogue is a pain in the ass, trust me), but it can still be a source of errors if you forget this somehwere and your vars loose synchronization.
Anyway, since I'm just a lazy ass, I created this trigger so that you can bind var2's value to var1's value. So you just have to create your var1 and var2 in the initial settings and then you fire this trigger and voila ! Every time you will "set":{} the value of var1, var2 will be synchronized automatically. It's magic ! :p
Note: The binding works only in one way; var1 -> var2. So if you "set":{} var2, var1 won't be updated as well. That's your problem :)
Note2: Only a "set" operation will trigger the update of var2's value. This means that you can only use this trigger to bind together variables that you defined and will manage yourself through your dialogue. But IT WON'T WORK with variables like da.breathPercentage or mt.cuminmouth, because these variables exist only to let you access the value of variables already managed by the game and over which you don't have full control. Well, in fact, the binding would work in the sense that with each time you "set" mt.<whatever>, var2 will also be updated, but every other time that anything which is not you will make the value of mt.<whatever> change, var2 won't be updated. Be aware of that !

[LOAD_FOLDER_<folderPathname>]: This trigger will immediately load the specified charfolder. The trigger assumes that your charfolder is located in Mods/ so you just need to provide the relative path from this point. For example, if you have a path like this: myBundle/Loader/Mods/Bonus/ClaraLoft, just provide "Bonus/ClaraLoft".
Please note that your folder path can't hold any spaces as the parsing mechanism of DialogueActions does not recognize spaces in Triggers. Also keep in mind that this charfolder is now your new location for every trigger which require to load some files.

[WINCE_<time(ms)>]: [WINCE_2500] will make her wince for 2500 ms.

[GROW_BREASTS_BY_<value>] & [SHRINK_BREASTS_BY_<value>]: Adapted from ModGuy's Pill mod. This trigger smoothly grows/shrinks her breasts by the exact value you give (1 point per frame).

[GROW_BODY_BY_<value>] & [SHRINK_BODY_BY_<value>]: Adapted from ModGuy's Pill mod. This trigger smoothly grows/shrinks her body by the value you give /1000 (0.001 point per frame).

[GROW_HIS_PENIS_BY_<value>] & [SHRINK_HIS_PENIS_BY_<value>]: This trigger smoothly grows/shrinks his penis by the value you give * ~0.005 (~0.005 per frame). So using a [SHRINK_HIS_PENIS_BY_20] will really shrink it by 20 * 0.005 = 0.1 over 20 frames. (In fact, you'll go from 1.2 to 1.0999999999999992, and not 1.1 but I found the error margin acceptable :D)

[GROW_HER_PENIS_BY_<value>] & [SHRINK_HER_PENIS_BY_<value>]: Adapted from ModGuy's Pill mod. This trigger smoothly grows/shrinks her futa penis by the exact value (% of the slider) you give (1% of the slider per frame).

[SHOW_HER_PENIS_<selection>] & [HIDE_HER_PENIS_<selection>]: Let you show/hide her futa penis.

[GROW_HIS_BALLS_BY_<value>] & [SHRINK_HIS_BALLS_BY_<value>]: This trigger smoothly grows/shrinks his balls in the same manner than the Triggers for the Penis does. (I can't remember how the calculation were done but it works, so...)

And here is the list of the new variables that you can use once the mod is loaded:

mt.cuminmouth: The amount of cum she has in mouth. It's a percentage, like what you see on the counter top right, so the range should be 0-100.
mt.vigour: The current value of the SDT vigour variable (the second top counter from the left). Also to be treated as a percentage. I don't really know how it works but it has been requested so if you want to use it...

You can "set" and "check" them or use them in ** expressions like any other DA variable (and hence, like any other DA variable, DO NOT forget to set some value to the variable before trying any check on it, or it won't work (its value will be == undefined). Thanks to @Pim_gd for pointing this out, knowing this saved me a lot of time on dialogue debugging !).
This previous note about setting before checking does not concern mt.cuminmouth and mt.vigour which are already initialized and updated continuously by SDT itself (but I leave the previous note alive because knowing this is still important !)

Bonus: During the development of these variables, I found a bug affecting the "check" attribute which impacted both DialogueActions and DialoguePatch. Although it is now corrected, I wrote a little dialogue workaround in the meantime, and for it not to be lost, I'll put it here for futur reference, you never know when you could need this :)
(Maybe when you'll need to check a range with a variable unboundable like this one, who knows ;) )

(not)Dirty(anymore) checks workaround:

all:"CLEAR"

start:"[intro]mt.cuminmouth set to *mt.cuminmouth*..." {"style":"Thought","set":{"mt.cuminmouth":95}}

intro:"[intro*mt.cuminmouth \ 30**mt.cuminmouth % 30 != 0*]" {"style":"Thought"}

intro00:"[intro]mt.cuminmouth now equals 0, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro01:"[intro]mt.cuminmouth now between 0-30, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro10:"[intro]mt.cuminmouth now equals 30, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro11:"[intro]mt.cuminmouth now between 30-60, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro20:"[intro]mt.cuminmouth now equals 60, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro21:"[intro]mt.cuminmouth now between 60-90, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro30:"[intro]mt.cuminmouth now equals 90, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}
intro31:"[intro]mt.cuminmouth now over 90, cuminmouth%3A *mt.cuminmouth*" {"style":"Thought"}

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The MoreTriggers2.22DC.json file is meant to let DialogueChecker know about these new triggers and variables and not bother you with unexisting lines.
This is a new functionnality of DialogueChecker 3.04, so do not try it with an older version, it just won't do anything.
Everything is explained in this post of the DialogueChecker thread: https://www.undertow.club/threads/dialoguechecker-latest-version-v3-06-2-october-2016.5595/page-10#post-133011

Basically, you just have to put this file in your DialogueChecker folder and add its complete name to the includes.txt which ships with DialogueChecker, just like you would do with a mod that you would want to add to a folder
by adding it to the Mods.txt file.

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