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/dialogue-system

Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

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godot-prompter
54157 skills9 agents1 hook
Install
$ npx -y skills add jame581/GodotPrompter --skill dialogue-system --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/dialogue-system

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

SKILL.md

dialogue-system.SKILL.md
name: dialogue-system
description: Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation

Dialogue Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

> **Related skills:** **resource-pattern** for dialogue data as Resources, **godot-ui** for Control node layout, **state-machine** for dialogue flow management, **save-load** for dialogue state persistence, **dialogue-manager** for a full-featured dialogue addon, **popochiu** for adventure games.

---

1. Architecture Overview

┌─────────────────────────────────────────────────────────┐
│                        UI Layer                         │
│   DialogueUI (Control)                                  │
│     ├─ Label (speaker_name)                             │
│     ├─ TextureRect (portrait)                           │
│     ├─ RichTextLabel (dialogue_text, typewriter effect) │
│     └─ VBoxContainer (choice_container)                 │
│           └─ Button × N (choice buttons)                │
│                                                         │
│   Connects to: line_displayed, choice_presented signals │
└───────────────────────┬─────────────────────────────────┘
                        │ drives UI via signals
┌───────────────────────▼─────────────────────────────────┐
│              DialogueManager (Autoload / Node)           │
│   start_dialogue(dialogue_data)                         │
│   advance()  → next line or end                         │
│   choose(choice_index)                                  │
│   current_line: DialogueLine (read-only)                │
│                                                         │
│   signals: dialogue_started                             │
│             line_displayed(line)                        │
│             choice_presented(choices)                   │
│             dialogue_ended                              │
└───────────────────────┬─────────────────────────────────┘
                        │ reads
┌───────────────────────▼─────────────────────────────────┐
│                   Data Layer (Resources)                 │
│   DialogueData (Resource)                               │
│     lines: Dictionary  ← id → DialogueLine              │
│     start_line_id: String                               │
│                                                         │
│   DialogueLine (Resource)                               │
│     speaker, text, choices, next_line_id, condition     │
└─────────────────────────────────────────────────────────┘

---

2. DialogueLine Resource

`DialogueLine` holds all data for a single beat of dialogue. Choices is an `Array[Dictionary]` so each entry can carry a `text`, `next_line_id`, and optional `condition` without a separate class.

GDScript

# dialogue_line.gd
class_name DialogueLine
extends Resource

## Display name shown in the UI speaker box.
@export var speaker: String = ""

## The body text. Supports BBCode and variable placeholders: {player_name}.
@export_multiline var text: String = ""

## When non-empty, overrides next_line_id. Each Dictionary must have:
##   "text"        : String   — label on the choice button
##   "next_line_id": String   — line to jump to when chosen
##   "condition"   : String   — (optional) expression; omit or "" to always show
@export var choices: Array = []

## ID of the next DialogueLine. Ignored when choices is non-empty.
@export var next_line_id: String = ""

## Optional condition expression evaluated before displaying this line.
## If the expression returns false the manager skips to next_line_id.
## Example: "GameState.has_item('key')"
@export var condition: String = ""

C#

// DialogueLine.cs
using Godot;
using Godot.Collections;

[GlobalClass]
public partial class DialogueLine : Resource
{
    /// <summary>Display name shown in the speaker box.</summary>
    [Export] public string Speaker     { get; set; } = "";

    /// <summary>Body text. Supports BBCode and {variable} placeholders.</summary>
    [Export(PropertyHint.MultilineText)]
    public string Text                 { get; set; } = "";

    /// <summary>
    /// When non-empty, overrides NextLineId. Each Dictionary entry must contain:
    ///   "text"         : string  — choice button label
    ///   "next_line_id" : string  — line to jump to
    ///   "condition"    : string  — (optional) expression; omit or "" to always show
    /// </summary>
    [Export] public Array Choices      { get; set; } = new();

    /// <summary>ID of the next DialogueLine. Ignored when Choices is non-empty.</summary>
    [Export] public string NextLineId  { get; set; } = "";

    /// <summary>
    /// Optional condition expression. Evaluated before displaying this line.
    /// Example: "GameState.HasItem(\"key\")"
    /// </summary>
    [Export] public string Condition   { get; set; } = "";
}

---

3. DialogueData Resource

`DialogueData` is a container Resource that holds a dictionary of all lines, keyed by their string ID. Creating it as a `.tres` file lets you assign it to NPCs in the Inspector.

GDScript

# dialogue_data.gd
class_name DialogueData
extends Resource

## Dictionary mapping line ID strings to DialogueLine resources.
## Example: { "intro": <DialogueLine>, "ask_quest": <DialogueLine> }
@export var lines: Dictionary = {}

## ID of the first line to display when dialogue starts.
@export var start_line_id: String = ""


## Convenience accessor — returns null for unknown IDs.
func get_line(id: String) -> DialogueLine:
    return lines.get(id, null)

C#

// DialogueData.cs
using Godot;
using Godot.Collections;

[GlobalClass]
public partial class DialogueData : Resource
{
    /// <summary>Maps line ID strings to DialogueLine resources.</summary>
    [Export] public Dictionary Lines        { get; set; } = new();

    /// <summary>ID of the first line to display wh
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