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## Conditions Reference

Conditions are used in talk options, exit gates, on-enter scripts, use_interactions
checks, room descriptions, object descriptions, and trigger value matching.

### Simple conditions

A bare `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 world flag is set
condition:
  flag: gate_open

# Check a world 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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