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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. They are the same conditions that gate skills and if lines, so anything listed there works here too.

Common ones

The full list is on Conditions. These are the ones conversations use most:

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.