Agent skill

Dialogue Manager

by jame581 in jame581/GodotPrompter

A skill your agent uses when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support

MITAuto-check passedGame Development

Install Dialogue Manager

skills CLI
$ npx skills add jame581/GodotPrompter --skill dialogue-manager -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter dialogue-manager --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
dialogue-manager
GitHub stars
805
Token cost
~3.3k tokens
SKILL.md length
1,068 words
Files
1
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C support

  • Works in 6 steps: When to use Dialogue Manager → Install & setup → .dialogue syntax → …
  • Using the Dialogue Manager addon — .dialogue files with titles
  • SKILL.md covers 1. When to use Dialogue Manager, 2. Install & setup, 3. .dialogue syntax and 4. Runtime API & example balloon, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Using the Dialogue Manager addon — .dialogue files with titles
  • Conditions and mutations
  • Runtime balloons

Example prompts

  • “/dialogue-manager”

Workflow steps

6 steps, taken from the step headings in SKILL.md.

  1. When to use Dialogue Manager
  2. Install & setup
  3. .dialogue syntax
  4. Runtime API & example balloon
  5. Signals & typed access
  6. Translations

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~40
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,068 words, ~3,349 tokens.

Download SKILL.mdSave it as .claude/skills/dialogue-manager/SKILL.md (or your agent's skills folder).
name
dialogue-manager
description
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support

Dialogue Manager

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.


1. When to use Dialogue Manager

ApproachBest for
dialogue-system skill (hand-rolled Resource data)Full control over data shape, no addon dependency, small dialogue trees
Dialogue ManagerScript-like .dialogue text format, branching responses, conditions/mutations, translation pipeline, visual editor tab, official C# wrapper
Full adventure-game frameworkPoint-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.


2. Install & setup

  1. Godot AssetLib → search "Dialogue Manager" → Download. Or copy addons/dialogue_manager/ from the GitHub repo into res://addons/dialogue_manager/.
  2. Project → Project Settings → Plugins → enable "Dialogue Manager". This adds a Dialogue tab to the bottom editor panel and registers the DialogueManager autoload automatically — no manual autoload step needed.
  3. addons/dialogue_manager/plugin.cfg:
ini
[plugin]
name="Dialogue Manager"
description="A powerful nonlinear dialogue system"
author="Nathan Hoad"
version="3.10.4"
script="plugin.gd"
  1. C# projects need no extra NuGet package — using DialogueManagerRuntime; is enough (§4).
  2. Settings live at Project Settings → General → Dialogue Manager: notably State Autoload Shortcuts (autoload names usable in dialogue without a prefix) and Balloon Path (the scene show_dialogue_balloon() opens — leave empty to use the built-in example balloon).

3. .dialogue syntax

Open/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?
=> END

Responses (- ) 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_title

Conditions — 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 = true

Built-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 picked

Variables 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").


4. Runtime API & example balloon

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.)

GDScript
gdscript
# 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)
C#
csharp
// 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.


Show full SKILL.md (413 more words)Show less

5. Signals & typed access

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.

GDScript
gdscript
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)
C#
csharp
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 touches Instance, so the handlers never fire. Touch the API from C# at least once (e.g. _ = DialogueManager.Instance;, or run the dialogue via GetNextDialogueLine/ShowDialogueBalloon from 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:

csharp
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.


6. Translations

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.


Implementation checklist

  • Dialogue Manager plugin enabled in Project Settings → Plugins (registers the DialogueManager autoload automatically)
  • .dialogue resources loaded via load()/preload(), not parsed by hand
  • Every get_next_dialogue_line / GetNextDialogueLine call is awaited
  • Manual traversal loops detect dialogue end via the null return (if not line: in GDScript, line != null in C#) — never compare against {}
  • Response lines put [if condition] before any => target jump, never after
  • extra_game_states entries are instances (GameStateClass.new()), not bare classes
  • C# state properties that dialogue reads/writes carry [Export]
  • C# code uses using DialogueManagerRuntime; and PascalCase members (ShowDialogueBalloon, GetNextDialogueLine, DialogueStarted, GotDialogue)
  • Custom balloons override Balloon Path in Settings rather than forking show_dialogue_balloon call sites
  • Static translation IDs ([ID:KEY]) added to any line needing voice-over or stable CSV/PO keys
  • Inline do/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

Files

Just SKILL.md in skills/dialogue-manager of jame581/GodotPrompter.

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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.

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Dialogue Manager this skilljame581/GodotPrompter805—~3.3kAutomated safety check: PassMIT
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Godot Admob Bannerpoingstudios/godot-admob-plugin632—~718Automated safety check: PassMIT
Godot Admob Get Startedpoingstudios/godot-admob-plugin632—~1kAutomated safety check: PassMIT
Godot Admob Interstitialpoingstudios/godot-admob-plugin632—~1.1kAutomated safety check: PassMIT
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Works with

Questions about Dialogue Manager

What does Dialogue Manager do?

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.

When should I use Dialogue Manager?

Dialogue Manager fits situations like: using the Dialogue Manager addon — .dialogue files with titles; conditions and mutations; runtime balloons.

How do I install Dialogue Manager in Claude Code?

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.

How do I install Dialogue Manager in Codex?

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.

Can I use Dialogue Manager in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Dialogue Manager need to run?

SKILL.md names no scripts, command-line tools or credentials: Dialogue Manager is instructions for the agent only.

Does Dialogue Manager access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Dialogue Manager safe to install?

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.

What licence does Dialogue Manager use?

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.

How many tokens does Dialogue Manager use?

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.

What are the alternatives to Dialogue Manager?

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Who maintains Dialogue Manager?

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.