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## Conditions Reference
Conditions are used in talk option guards, talk node conditions, exit gates,
on-enter scripts, on_use / on_look / on_kill interactions,
exit on_traverse interactions, room descriptions, object descriptions, and
trigger value matching.
### Simple conditions
A bare `global_flag:` / `player_flag:` check passes when the flag is **set to a truthy
value** (`true`, a non-zero number, a non-empty string). Add `value:` only when
you need to match a specific value (e.g. a numeric quest stage). `not: true`
inverts any check.
```yaml
# Check a global flag is set
condition:
flag: gate_open
# Check a global flag is NOT set
condition:
flag: gate_open
not: true
# Check a player flag is set
condition:
player_flag: finished_tutorial
# Check a player flag is NOT set (e.g. only on the first visit)
condition:
player_flag: finished_tutorial
not: true
# Match a specific (non-boolean) value
condition:
player_flag: quest_stage
value: 3
# Check if player has an item
condition:
has_item: bronze_key
# Check if player does NOT have an item
condition:
has_item: bronze_key
not: true
# Check if player has enough credits
condition:
min_credits: 50
```
### Compound conditions
All must pass:
```yaml
condition:
all_of:
- flag: gate_open
- has_item: pass_stub
```
Any one must pass:
```yaml
condition:
any_of:
- has_item: bronze_key
- has_item: iron_key
- player_flag: master_of_unlocking
```
Nested compounds:
```yaml
condition:
all_of:
- player_flag: quest_started
- any_of:
- has_item: wolf_pelt
- has_item: bear_pelt
```
---
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