If the Choice is part of a Group, it will be named here.
A Group can also be part of another Group, thus, a Group name will be the concatenation of all nested Group names: group1::group2::..::group3 (here, group3 being the deepest one).
Inform about the kind of connection set for the Choice after one leg (YES or NO) is triggered (meaning, when return YES or NO is encountered) in the runtime part:
Connect: the Choice is connected to another object of the Logic
Done: once the Choice is finished, the logical flux is done for this one. The Choice will not trigger any other object
Quit: the Logic is left (and returns to the Behavior level) or the group is left (if the Choice is embedded into a group)
Nothing: Similar as Done but no event will be triggered
Put here the condition code that will return either YES (condition passes, triggering the Yes leg) or NO (condition fails, triggering the No leg).
The code can contain more than just a if (..) then .. else ..; structure. Variables can be defined here (local one) and computation can be performed before returning the final value. The Condition code can access all vsTASKER API, all included third-party APIs and all user designed Scenario, Entity, Logic, Knowledge and Model data of the current database.