>>33548
Answering my own question, looks like the "Dialogue System for Unity" asset can be used like this.
Reading over the docs, they have variables you can track (the query) and use as conditions (the rules), even barks that can be used as branching conversations too.
Probably not as performant as writing it from scratch though... plus they have so much other shit though with "quests", special "quest conditions", their own shitty UI elements, networking, scene transitions, save systems, and other nonsense that doesn't belong. and I swear every other asset has their own shit implementation of localization that I have to rip apart.
idk why asset devs dump in shit like that when they could just sell it as addons, it just bog down the core dialogue asset when they insert every little request noob devs ask for. It ends up taking way longer to figure out because you have to sift through all that trash.