Godot Admob App Open
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
A skill your agent uses when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter dialogue-manager --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dialogue-manager .claude/skills/dialogue-manager && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "dialogue-manager" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager into .claude/skills/dialogue-manager/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dialogue-manager", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-managerType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter dialogue-manager --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/dialogue-manager .agents/skills/dialogue-manager && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "dialogue-manager" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager into .agents/skills/dialogue-manager/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dialogue-manager", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter dialogue-manager --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/dialogue-manager .cursor/skills/dialogue-manager && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "dialogue-manager" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager into .cursor/skills/dialogue-manager/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dialogue-manager", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/dialogue-manager--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter dialogue-manager --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/dialogue-manager .gemini/skills/dialogue-manager && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "dialogue-manager" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager into .gemini/skills/dialogue-manager/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dialogue-manager", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter dialogue-managerInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/dialogue-manager .github/skills/dialogue-manager && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "dialogue-manager" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager into .github/skills/dialogue-manager/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dialogue-manager", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter dialogue-manager --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/dialogue-manager .opencode/skills/dialogue-manager && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "dialogue-manager" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager into .opencode/skills/dialogue-manager/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dialogue-manager", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
dialogue-managerA skill your agent uses when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support
Dialogue Manager is an agent skill from jame581/GodotPrompter. Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support
Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. It works with C# and Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are csharp, gdscript and ini).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Dialogue Manager loads about 3.3k tokens when it runs. Until then it costs about 40 tokens; SKILL.md has 1,068 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,068 words, ~3,349 tokens.
.claude/skills/dialogue-manager/SKILL.md (or your agent's skills folder).Related skills: dialogue-system for hand-rolled dialogue data structures, localization for translating lines, popochiu for full adventure-game workflows.
Addon: Dialogue Manager · version
v3.10.4· Godot 4.6 · MIT · source: https://github.com/nathanhoad/godot_dialogue_manager · GDScript with official C# support.
| Approach | Best for |
|---|---|
dialogue-system skill (hand-rolled Resource data) | Full control over data shape, no addon dependency, small dialogue trees |
| Dialogue Manager | Script-like .dialogue text format, branching responses, conditions/mutations, translation pipeline, visual editor tab, official C# wrapper |
| Full adventure-game framework | Point-and-click games needing rooms/inventory/actors bundled with dialogue — Dialogue Manager only owns the dialogue layer |
Choose Dialogue Manager when writers want to author branching dialogue as readable script text (not
Inspector-edited Resources) and you want built-in conditions, mutations, random lines, and a translation
workflow (CSV or PO) for free. If you need dialogue as strongly-typed Resources you fully own, use
dialogue-system instead. Dialogue Manager only handles dialogue — it is not a full adventure/quest
framework, so a larger point-and-click framework would still own rooms, inventory, and actors around it.
addons/dialogue_manager/ from the
GitHub repo into res://addons/dialogue_manager/.DialogueManager autoload automatically — no manual
autoload step needed.addons/dialogue_manager/plugin.cfg:[plugin]
name="Dialogue Manager"
description="A powerful nonlinear dialogue system"
author="Nathan Hoad"
version="3.10.4"
script="plugin.gd"using DialogueManagerRuntime; is enough (§4).show_dialogue_balloon() opens — leave empty to use the built-in example balloon)..dialogue syntaxOpen/create a .dialogue file from the Dialogue editor tab. Lines are Character: text or bare
text (narrator). Godot's RichTextLabel BBCode works, plus extras: [[A|B|C]] (random inline pick),
[wait=N] / [wait="ui_accept"] (pause typing), [speed=N], [next=auto] (auto-advance).
Titles and jumps — ~ name marks a title; => name jumps to it; => END ends the flow; => END!
force-ends past any pending jump-and-returns; =>< name jumps and returns here once that branch hits END:
~ start
Nathan: Well?
- First one
- Another one => another_title
- Start again => start
=> END
~ another_title
Nathan: Another one?
=> ENDResponses (- ) nest by indentation and can carry a condition in [...] — put any jump last:
Nathan: How many projects have you started and not finished?
- Just a couple
Nathan: That's not so bad.
- A lot [if SomeGlobal.some_property == true]
Nathan: Maybe you should finish one before another.
- Another one [if SomeGlobal.some_method()] => another_titleConditions — if / elif / else, boolean and/or/(), and match/while blocks:
if SomeGlobal.some_property >= 10
Nathan: That property is >= 10.
elif SomeGlobal.some_other_property == "some value"
Nathan: Or we might be in here.
else
Nathan: If neither are true, I'll say this.Inline conditions: Nathan: I have done this [if already_done]once again[/if], with an optional
[else]. Null-safe member access uses ?.: if some_node_reference?.name == "SomeNode".
Mutations — set assigns state, do calls a method or emits a signal; both can run inline
([do wave()], suppress the implicit await with [do! wave()]):
if SomeGlobal.has_met_nathan == false
do SomeGlobal.animate("Nathan", "Wave")
Nathan: Hi, I'm Nathan.
set SomeGlobal.has_met_nathan = trueBuilt-in mutations: do wait(float), do debug(...). Emit a signal from dialogue with
do SomeGlobal.some_signal.emit("arg").
Locals vs extra game states — set locals.asked = true creates a per-conversation temp variable
(a convention implemented by the example balloon, not a Dialogue Manager core feature). Objects passed
in the extra_game_states array are referenced directly by name and their mutations persist after the
conversation ends — pass instances, not classes (GameStateClass.new(), never the bare class).
Randomised lines — prefix with % (equal weight) or %N (relative weight); a blank line separates
random groups:
Nathan: I will say this.
%3 Nathan: This line has a 60% chance of being picked
%2 Nathan: This line has a 40% chance of being pickedVariables and tags — {{SomeGlobal.some_property}} interpolates state into text (also usable as a
character name). [#happy, #mood=calm] attaches tags, readable via line.get_tag_value("mood").
Load a DialogueResource (.dialogue file) and either let DialogueManager open a balloon for you, or
pull lines manually with await DialogueManager.get_next_dialogue_line(resource, title). When there is
no next line it returns null — check falsy in GDScript (if not line: / while line:) and
line != null in C#. (The tag's API.md prose says "empty dictionary {}", but the v3.10.4 source
returns null on every end-of-dialogue path — a line == {} check would never fire.)
# npc.gd
extends Node2D
@export var dialogue_resource: DialogueResource
func _on_interact() -> void:
# Opens the configured balloon (Settings → Balloon Path), or the built-in example balloon.
DialogueManager.show_dialogue_balloon(dialogue_resource, "start")
func _manual_walk() -> void:
# Manual traversal — build a totally custom balloon around this loop.
var line: DialogueLine = await DialogueManager.get_next_dialogue_line(dialogue_resource, "start")
while line:
print("%s: %s" % [line.character, line.text])
if line.responses.is_empty():
line = await DialogueManager.get_next_dialogue_line(dialogue_resource, line.next_id)
else:
var chosen: DialogueResponse = line.responses[0] # replace with real UI selection
line = await DialogueManager.get_next_dialogue_line(dialogue_resource, chosen.next_id)// Npc.cs
using Godot;
using DialogueManagerRuntime;
public partial class Npc : Node2D
{
[Export] public Resource DialogueResource;
private void OnInteract()
{
DialogueManager.ShowDialogueBalloon(DialogueResource, "start");
}
private async void ManualWalk()
{
var line = await DialogueManager.GetNextDialogueLine(DialogueResource, "start");
while (line != null)
{
GD.Print($"{line.Character}: {line.Text}");
if (line.Responses.Count == 0)
{
line = await DialogueManager.GetNextDialogueLine(DialogueResource, line.NextId);
}
else
{
var chosen = line.Responses[0]; // replace with real UI selection
line = await DialogueManager.GetNextDialogueLine(DialogueResource, chosen.NextId);
}
}
}
}Other DialogueManager methods: show_dialogue_balloon_scene(balloon_scene, resource, title) (open a
specific balloon scene), show_example_dialogue_balloon(resource, title) (force the built-in balloon),
create_resource_from_text(text) (compile a .dialogue string at runtime — fails on syntax errors). C#
names are identical PascalCase: ShowDialogueBalloonScene, ShowExampleDialogueBalloon,
CreateResourceFromText.
get_next_dialogue_line takes a mutation_behaviour param — GDScript DMConstants.MutationBehaviour,
C# MutationBehaviour (both: Wait default, DoNotWait, Skip). The enum lives on DMConstants, not
on the DialogueManager autoload. Leave it Wait unless you know otherwise; the example balloon only
supports Wait.
DialogueLine fields: id, next_id, character, text, tags (PackedStringArray),
translation_key, responses (Array[DialogueResponse]), concurrent_lines. DialogueResponse adds
is_allowed: bool and condition_as_text: String on top of the same id/next_id/character/text/
tags/translation_key fields.
func _ready() -> void:
DialogueManager.dialogue_started.connect(_on_dialogue_started)
DialogueManager.dialogue_ended.connect(_on_dialogue_ended)
DialogueManager.got_dialogue.connect(_on_got_dialogue)
DialogueManager.mutated.connect(_on_mutated)
func _on_dialogue_started(resource: DialogueResource) -> void:
pass
func _on_dialogue_ended(resource: DialogueResource) -> void:
pass
func _on_got_dialogue(line: DialogueLine) -> void:
print(line.character, ": ", line.text, " tags=", line.tags)
func _on_mutated(mutation: Dictionary) -> void:
pass # fires before a `do`/inline mutation runs (not `set` lines)using DialogueManagerRuntime;
public override void _Ready()
{
DialogueManager.DialogueStarted += (Resource resource) => { };
DialogueManager.DialogueEnded += (Resource resource) => { };
DialogueManager.GotDialogue += (DialogueLine line) =>
{
GD.Print($"{line.Character}: {line.Text} tags={line.Tags}");
};
DialogueManager.Mutated += (Godot.Collections.Dictionary mutation) => { };
}⚠️ These C# events are bridged to the underlying Godot signals lazily, on the first access to
DialogueManager.Instance. A project that only subscribes here and then drives dialogue from GDScript never touchesInstance, so the handlers never fire. Touch the API from C# at least once (e.g._ = DialogueManager.Instance;, or run the dialogue viaGetNextDialogueLine/ShowDialogueBalloonfrom C#) to wire them up.
The built-in responses menu node only exposes response_selected as a Godot signal, so connect it with
Connect + Callable instead of a C# event handler:
responsesMenu.Connect("response_selected", Callable.From((DialogueResponse response) =>
{
// advance using response.NextId
}));passed_title(title) (GDScript) / DialogueManager.PassedTitle += (string title) => { } (C#) fires
every time a ~ title marker is crossed — useful for analytics or save-point bookmarking.
By default all dialogue/response text is run through Godot's tr(). The DialogueManager.translation_source
property picks the backend — its enum type is GDScript DMConstants.TranslationSource / C#
TranslationSource (None, CSV, PO, Guess default), not DialogueManager.TranslationSource.
Guess inspects your locale project settings for a PO file and falls back to CSV.
Static per-line IDs (Nathan: Hi! I'm Nathan. [ID:HI_IM_NATHAN]) give a stable translation_key for
matching voiced lines and CSV/PO round-trips, instead of keying off the literal text. .dialogue files
auto-register in the POT Generation list; a ## comment line before a dialogue line becomes a
#. TRANSLATORS: note in the exported PO/POT. Export/import CSV from the editor's Translations menu
(Dialogue tab); re-import matches by static ID when present, otherwise by literal text.
See the localization skill for TranslationServer, locale switching, and RTL — Dialogue Manager
only produces the translation keys and CSV/PO export; wiring locale changes into the running game is
localization's job.
DialogueManager autoload automatically).dialogue resources loaded via load()/preload(), not parsed by handget_next_dialogue_line / GetNextDialogueLine call is awaitednull return (if not line: in GDScript, line != null in C#) — never compare against {}[if condition] before any => target jump, never afterextra_game_states entries are instances (GameStateClass.new()), not bare classes[Export]using DialogueManagerRuntime; and PascalCase members (ShowDialogueBalloon, GetNextDialogueLine, DialogueStarted, GotDialogue)show_dialogue_balloon call sites[ID:KEY]) added to any line needing voice-over or stable CSV/PO keysdo/await mutations use do! when the caller shouldn't block on them© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/dialogue-manager of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Dialogue Manager next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Dialogue Manager this skilljame581/GodotPrompter | 805 | — | ~3.3k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 632 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 632 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot Admob Native Overlaypoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
moeru-ai/airi
Apply the Stage Tamagotchi Godot C development method and code style when working in apps/stage-tamagotchi-kirie or its migration predecessor, engines/stage-tamagotchi-godot.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
A skill your agent uses when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support. Dialogue Manager is an agent skill from jame581/GodotPrompter.
Dialogue Manager fits situations like: using the Dialogue Manager addon — .dialogue files with titles; conditions and mutations; runtime balloons.
Run `npx skills add jame581/GodotPrompter --skill dialogue-manager -a claude-code`. Or copy the skill folder (skills/dialogue-manager in jame581/GodotPrompter) into .claude/skills/dialogue-manager in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill dialogue-manager -a codex`. Or copy the skill folder (skills/dialogue-manager in jame581/GodotPrompter) into .agents/skills/dialogue-manager in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill dialogue-manager -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/dialogue-manager, .gemini/skills/dialogue-manager, .github/skills/dialogue-manager and .opencode/skills/dialogue-manager in your project.
SKILL.md names no scripts, command-line tools or credentials: Dialogue Manager is instructions for the agent only.
SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Dialogue Manager is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.3k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Dialogue Manager: Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 632 stars) and Godot Admob Interstitial (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.