Expert patterns for branching dialogue systems including dialogue graphs (Resource-based), character portraits, player choices, conditional dialogue (flags/quests), typewriter effects, localization support, and voice acting integration.
Expert patterns for branching dialogue systems including dialogue graphs (Resource-based), character portraits, player choices, conditional dialogue (flags/quests), typewriter effects, localization support, and voice acting integration.
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
Claude CodeNot declared
CursorNot declared
CodexNot declared
GitHub CopilotNot declared
WindsurfNot declared
Gemini CLINot declared
ClineNot declared
OpenCodeNot declared
Repository health
Stars678
LicenseLICENSE
Default branchmain
Open issues0
Status
Active
Package contents
Files included with this skill beyond the listing page.
skill mdSKILL.md12,021 B
docsSUMMARY.md478 B
History
First seen on skills.sh
First recorded snapshot · 328 installs
SKILL.md
Dialogue System
Data-driven dialogue routing — not beginner typewriter tutorials.
NEVER Do in Dialogue Systems
NEVER hardcode dialogue text in GDScript — Store lines in Resources / JSON / CSV so localization works.
NEVER show choices the player has not unlocked — Hide (or intentionally gray) gated options.
NEVER use unvalidated loose strings for node transitions — Typos in nextnodeid soft-lock mid-convo; assert / registry IDs.
NEVER force a typewriter without skip — Click/confirm must finish the line immediately.
NEVER drive reveal with per-character Timer / OS.delaymsec() — Use visibleratio / visiblecharacters + Tween (see [typeboxeffect.gd](scripts/typebox_effect.gd)).
NEVER store dialogue cursor state only in the UI node — Scene changes drop the player; keep progress in the manager Autoload / session object.
NEVER getnode() from NPCs into Dialogue UI — Start via manager signals (startdialogue(res)).
NEVER invent regex for BBCode — Prefer RichTextLabel BBCode / custom effects.
NEVER save/load inside a dialogue node Resource — Nodes are data; persistence belongs to SaveSystem.
NEVER hardcode portrait paths in code — Assign textures on node Resources or a portrait database.
Default golden path: Resource Autoload → UI controller → typebox_effect. Pick one runtime engine; do not run Resource manager and JSON engine in parallel.
Available Scripts (single catalog)
Runtime (golden path)
[dialogueresource.gd](scripts/dialogueresource.gd) — conversation tree Resource
[dialoguenodedata.gd](scripts/dialoguenodedata.gd) — single line / speaker / portrait metadata
Use [typeboxeffect.gd](scripts/typeboxeffect.gd): set full text, tween visibleratio (or RichTextLabel visiblecharacters) from 0→1. On skip input: kill tween and snap visibility to complete. Do not spawn a Timer per character.
Elite Deltas
GraphEdit auditor: [dialoguegrapheditor.gd](scripts/dialoguegrapheditor.gd) (@tool) — export to Resource/JSON for runtime.
Audio-driven lines: [dialoguelipsync.gd](scripts/dialoguelipsync.gd) — TTS boundaries; still allow skip.
Analytics: [dialoguestatlogger.gd](scripts/dialoguestatlogger.gd) — [CHOICE] log prefix; no PII.
MANDATORY for GraphEdit tooling, TTS/lipsync, analytics, and moved inline manager/UI tutorials: [elite-dialogue-patterns.md](references/elite-dialogue-patterns.md). Do NOT Load for Resource Autoload golden path only.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
Resources — Why dialogue graphs belong in Resource / .tres data instead of hardcoded strings in scripts.
BBCode in RichTextLabel — Native markup for speaker emphasis, custom tags, and effects without rolling your own parser.
RichTextLabel — visiblecharacters / image helpers and BBCode APIs the dialogue UI should drive for typewriter and portraits.
Internationalizing games — tr() / TranslationServer workflow so line text stays key-based across locales.