dialogue-flags
Dialogue Flags
This skill owns namespaced dialogue/conversation facts and branch conditions. quest-graph owns quest structure; save-systems owns persistence format/versioning; game-localization owns localized text.
Modes
| Mode | Effect scope |
|---|---|
| flavor-only | changes later dialogue/presentation only |
| flag-alters-shop | changes shop/reward/availability policy |
| flag-alters-gate | participates in an authored access condition |
Each flag has a stable namespaced ID such as dialogue.vendorA.met or a project equivalent. Do not key save state by localized line text, choice index, or transient UI order. Persist through save-systems with schema/migration rules.
Flags can be read by quest/shop/gate systems when explicitly referenced, but they do not become a second hidden quest graph. Effects are authored and inspectable.
Replay/alternate-choice viewing is a project feature, not a universal requirement. If conversations can be replayed, define whether flags are preview-only, rewound, forked in a lab slot, or permanently committed.