dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill dialogue-managerIs this agent skill safe to install?
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The skill provides documentation and implementation examples for the Dialogue Manager Godot addon. No security issues were detected.
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Risk: LOW · No issues
What does this agent skill do?
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
| 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.
2. Install & setup
- Godot AssetLib → search "Dialogue Manager" → Download. Or copy
addons/dialogue_manager/from the GitHub repo intores://addons/dialogue_manager/. - Project → Project Settings → Plugins → enable "Dialogue Manager". This adds a Dialogue tab to
the bottom editor panel and registers the
DialogueManagerautoload 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"
- C# projects need no extra NuGet package —
using DialogueManagerRuntime;is enough (§4). - 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
# 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#
// 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.
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
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#
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.
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
DialogueManagerautoload automatically) -
.dialogueresources loaded viaload()/preload(), not parsed by hand - Every
get_next_dialogue_line/GetNextDialogueLinecall isawaited - Manual traversal loops detect dialogue end via the
nullreturn (if not line:in GDScript,line != nullin C#) — never compare against{} - Response lines put
[if condition]before any=> targetjump, never after -
extra_game_statesentries 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_ballooncall sites - Static translation IDs (
[ID:KEY]) added to any line needing voice-over or stable CSV/PO keys - Inline
do/awaitmutations usedo!when the caller shouldn't block on them
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/jame581/godotprompter/dialogue-manager">View dialogue-manager on skillZs</a>