# Example dialogue demonstrating branches, a condition-gated choice, and an # action (give-item). The 'returning' choice is gated on player.flag — which the # season-welcome trigger sets after the first summer/autumn welcome — so fresh # players never see it. id: welcome startNode: hello nodes: - id: hello text: Welcome to your farm! A new season is about to begin. choices: - text: Thanks! What should I plant first? to: seed-tip actions: - action: give-item itemId: parsnip-seed qty: 1 - text: You remember me from last season? to: returning when: op: exists path: player.flag - text: I am just exploring today. to: farewell - id: seed-tip text: Parsnip seeds grow well in spring — here is one to start with. to: farewell - id: returning text: Of course! Welcome back to the farm. to: farewell - id: farewell text: See you around!