for your dynamic dialogue desire (sounded funny) of wanting dialogue options to change based upon game events, this is a bit advanced, especially for someone new to quest and~or especially to coding. You'll need to work with lists and dictionaries, adding things to the lists as you have that game event, and etc. I don't have a GUI~Editor example, but here is an example in code (it does the things that you require), though it's used for 'exploration' and 'traveling' ...
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>eef801a1-4e6b-4b0a-bdbf-8f3ecfa8389c</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
<turns type="int">0</turns>
<statusattributes type="simplestringdictionary">turns=</statusattributes>
<start type="script">
msg ("Important Note:")
msg ("Type in: help")
</start>
</game>
<object name="homeland">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
<object name="grassland">
<inherit name="editor_room" />
</object>
<object name="plains">
<inherit name="editor_room" />
</object>
<object name="desert">
<inherit name="editor_room" />
</object>
<object name="tundra">
<inherit name="editor_room" />
</object>
<object name="swampland">
<inherit name="editor_room" />
</object>
<object name="mountains">
<inherit name="editor_room" />
</object>
<object name="forest">
<inherit name="editor_room" />
</object>
<object name="wasteland">
<inherit name="editor_room" />
</object>
<object name="coastland">
<inherit name="editor_room" />
</object>
<object name="hills">
<inherit name="editor_room" />
</object>
<command name="help_command">
<pattern>help</pattern>
<script>
help_function
</script>
</command>
<command name="explore_command">
<pattern>explore</pattern>
<script>
explore_function
</script>
</command>
<command name="travel_command">
<pattern>travel</pattern>
<script>
travel_function
</script>
</command>
<object name="data_object">
<inherit name="editor_object" />
<travel_string_list type="simplestringlist">homeland</travel_string_list>
<homeland_events_string_list type="simplestringlist">grassland_discovery;plains_discovery;desert_discovery;tundra_discovery;swampland_discovery;forest_discovery;mountains_discovery;hills_discovery;wasteland_discovery;coastland_discovery</homeland_events_string_list>
<homeland_events_script_dictionary type="scriptdictionary">
<item key="grassland_discovery">
list add (data_object.travel_string_list, "grassland")
msg ("You've discovered the grassland! Now, you can travel to the grassland and explore it!")
</item>
<item key="plains_discovery">
list add (data_object.travel_string_list, "plains")
msg ("You've discovered the plains! Now, you can travel to the plains and explore it!")
</item>
<item key="desert_discovery">
list add (data_object.travel_string_list, "desert")
msg ("You've discovered the desert! Now, you can travel to the desert and explore it!")
</item>
<item key="tundra_discovery">
list add (data_object.travel_string_list, "tundra")
msg ("You've discovered the tundra! Now, you can travel to the tundra and explore it!")
</item>
<item key="swampland_discovery">
list add (data_object.travel_string_list, "swampland")
msg ("You've discovered the swampland! Now, you can travel to the swampland and explore it!")
</item>
<item key="forest_discovery">
list add (data_object.travel_string_list, "forest")
msg ("You've discovered the forest! Now, you can travel to the forest and explore it!")
</item>
<item key="mountains_discovery">
list add (data_object.travel_string_list, "mountains")
msg ("You've discovered the mountains! Now, you can travel to the mountains and explore it!")
</item>
<item key="hills_discovery">
list add (data_object.travel_string_list, "hills")
msg ("You've discovered the hills! Now, you can travel to the hills and explore it!")
</item>
<item key="wasteland_discovery">
list add (data_object.travel_string_list, "wasteland")
msg ("You've discovered the wasteland! Now, you can travel to the wasteland and explore it!")
</item>
<item key="coastland_discovery">
list add (data_object.travel_string_list, "coastland")
msg ("You've discovered the coastland! Now, you can travel to the coastland and explore it!")
</item>
</homeland_events_script_dictionary>
</object>
<turnscript name="global_turnscript">
<enabled />
<script>
game.turns = game.turns + 1
</script>
</turnscript>
<function name="help_function">
msg ("Type 'explore' to explore your area.")
msg ("Type 'travel' to travel to different areas.")
</function>
<function name="explore_function"><![CDATA[
switch (game.pov.parent) {
case (homeland) {
result_1 = ListCount (data_object.homeland_events_string_list) - 1
if (result_1 >= 0) {
result_2 = StringListItem (data_object.homeland_events_string_list,GetRandomInt(0,result_1))
invoke (ScriptDictionaryItem (data_object.homeland_events_script_dictionary,result_2))
on ready {
foreach (item_x, split ("grassland_discovery;plains_discovery;desert_discovery;tundra_discovery;swampland_discovery;forest_discovery;mountains_discovery;hills_discovery;wasteland_discovery;coastland_discovery",";")) {
if (result_2 = item_x) {
list remove (data_object.homeland_events_string_list, result_2)
}
}
}
} else {
msg ("There seemingly is nothing left to explore in this area.")
}
}
}
]]></function>
<function name="travel_function">
show menu ("Where do you wish to travel?",data_object.travel_string_list,false) {
if (not game.pov.parent = GetObject (result)) {
game.pov.parent = GetObject (result)
} else {
msg ("You are already at this area.")
ask ("Try again?") {
if (result=true) {
travel_function
} else {
msg ("You realize that you need to discover a new area to travel to first, before you can travel to that place.")
}
}
}
}
</function>
</asl>
you may be able to run this with quest version 550, by changing the code from <asl version="540"> to <asl version="550">, and if you need help with how to do this (get to the code and to work with it), let me know, and I'll help you. If you can run this, then you can see how it's done in~via the GUI~Editor.