Hi thank for your nice comment !
You can easily activate events depending on the status with the quest.is_state() function. This is an example:
# Define the chapter
define test = (
Quest("test01", _("Test01"), _("Introduction"), "completed"),
Quest("test02", _("Test02"), _("Introduction"), "in progress"),
)
label start:
#Load the chapter into the game
$ quest.load(test)
#Add the conditional state
if quest.is_state("test01", " completed"):
jump choice01
else:
jump choice02
label choice01:
c "First"
label choice02:
c "Two"