So yours would look something like this:
if (LI>#){
goto enough_points
}else{
goto not_enough_points
}
label enough_points
#DIALOGUE HERE REGARDING ENOUGH POINTS TO UNLOCK
choice
"Option 1"{
}"Option 2"{
}
goto after_branch
label not_enough_points
#DIALOGUE HERE REGARDING NOT ENOUGH POINTS TO UNLOCK
choice
<LOCKED>"Option 1"{
}"Option 2"{
}
goto after_branch
The labels here are required to tell your script where to go after the first set of branching (i.e. enough_points and not_enough_points in this example) and then where to go after the branching ends, because it will otherwise play the next label’s contents, which you wouldn’t want, as they either have it unlocked or they don’t, and then they’d be seeing a duplicate of the previous dialogue (i.e. after_branch in this example).