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Conditions gate a dialog node or a single choice: a reply that only appears if you’re carrying the right item, a greeting that only happens at night. The same conditions work in if and while effect lines.

Built-in conditions

Who the subject is

  • In a dialog: the player having the conversation.
  • In an effect line (if / while): the line’s first target.

Combining conditions

They use the same condition language as everything else, so they combine with && and || and mix with variables and comparisons:
Multiple entries in a conditions: list must all pass.

Quest state

Pair conditions with variables for conversations that remember. Set a variable in a node’s effects, check it in a later node’s conditions, and your NPC knows where the player is in a questline:
The start: list is checked top to bottom, so put the most specific state first.
Remember the YAML brace rule: conditions with {...} need a block list, not an inline one.