Interaction, Dialogue, and Logic · Version 0.5
Condition Trees
Build reusable logical checks using managed variables, RPG tags, Party data, combat state, inventory, equipment, Quests, and world state.
Condition Trees are pure queries. They decide whether content is available without changing project or runtime state. The same visual editor is used by dialogue choices, consumables, interactions, Trigger Actions, Status removal rules, and conditional combat effects.
Logical groups
- All requires every child Condition to pass.
- Any requires at least one child Condition to pass.
- Not inverts one child Condition.
Current checks
- Managed Flag, Number, and Text variables.
- Party membership and Party size.
- Actor Stats and Resources.
- Item quantity, equipment, and Currency balance.
- Quest state and Objective progress.
- Combat-related Actor, Resource, and Status requirements supported by the current effect workflow.
Registry-backed authoring
Managed Variables and project definitions appear as readable choices. RPG tags can also be selected from the shared catalog where a definition field uses tags.
Fail-closed behavior
A missing runtime authority or invalid reference does not silently pass. The Condition evaluates false and project validation reports the problem where possible.