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Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
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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.
┌─────────────────────────────────────────────────────────┐
│ 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 │
└─────────────────────────────────────────────────────────┘
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.
# 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 = ""
// 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; } = "";
}
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.
# 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)
// 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 when dialogue starts.</summary>
[Export] public string StartLineId { get; set; } = "";
/// <summary>Returns the DialogueLine for id, or null if not found.</summary>
public DialogueLine GetLine(string id)
{
if (Lines.ContainsKey(id))
return Lines[id].As<DialogueLine>();
return null;
}
}
Populate
linesin the Inspector by adding Dictionary entries with string keys andDialogueLineresource values, or load them programmatically from JSON (see section 7).
A singleton autoload owns the active DialogueData and tracks current line ID. start(data) sets the data and emits the first line; advance(choice_index) moves forward. Wires three signals: line_changed(line), choices_presented(choices), dialogue_ended().
See references/dialogue-manager.md for the full GDScript and C# manager (line traversal, choice handling, condition evaluation hooks, signals).
Choices live on DialogueLine.choices (an Array of Dictionary). Each choice has text, next_line_id, optional condition. Conditions are GDScript expressions evaluated via the Expression class — passed a context object with project state (e.g. GameState).
See references/branching-and-conditions.md for the full choice-handling and condition-evaluator implementations (GDScript + C#), plus security notes on Expression input.
A CanvasLayer with a RichTextLabel for the line body (BBCode-enabled), a Label for speaker name, and a VBoxContainer for choice buttons. Typewriter effect via RichTextLabel.visible_characters driven by a Tween. UI subscribes to DialogueManager signals.
See references/ui-presentation.md for the scene-tree fragment, typewriter recipe, choice-button spawning, and full GDScript + C# wiring.
Load dialogue from JSON for designer-friendly editing — map JSON keys to DialogueLine properties at load time. Or integrate the Dialogic addon for a node-graph editor (community standard).
See references/external-formats.md for the JSON loader recipe and Dialogic integration notes.
Dialogue text supports {player_name}-style placeholders. Resolve via a small templater: text.format(vars) (GDScript) or string.Format with named-tag preprocessing (C#).
See references/variable-interpolation.md for the GDScript and C# interpolation helpers.
DialogueLine and DialogueData extend Resource and carry [GlobalClass] (C#) for Inspector integrationDialogueManager is registered as an Autoload so all scenes share a single instancestart_dialogue() asserts that dialogue_data is non-null before accessing itadvance() guards against being called when choices are pendingchoose() operates on the filtered visible-choices list, not the raw choices array_evaluate_condition() passes a known base instance (GameState) to Expression.execute() to resolve method callsvisible_characters, not frame-by-frame string slicing, for BBCode compatibilityui_accept mid-typewriter reveals full text; a second press advances the linequeue_free) before creating new ones — never accumulate stale children_interpolate() helper, not scattered across signal handlersnext_line_id = "" signals end-of-dialogue — no magic sentinel strings beyond the empty stringpush_error() messages include class name and method for easy log tracingname: dialogue-system description: Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
---
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
```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#
```csharp
// 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
```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#
```csharp
// 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 when dialogue starts.</summary>
[Export] public string StartLineId { get; set; } = "";
/// <summary>Returns the DialogueLine for id, or null if not found.</summary>
public DialogueLine GetLine(string id)
{
if (Lines.ContainsKey(id))
return Lines[id].As<DialogueLine>();
return null;
}
}
```
> Populate `lines` in the Inspector by adding Dictionary entries with string keys and `DialogueLine` resource values, or load them programmatically from JSON (see section 7).
---
## 4. DialogueManager
A singleton autoload owns the active `DialogueData` and tracks current line ID. `start(data)` sets the data and emits the first line; `advance(choice_index)` moves forward. Wires three signals: `line_changed(line)`, `choices_presented(choices)`, `dialogue_ended()`.
> See [references/dialogue-manager.md](references/dialogue-manager.md) for the full GDScript and C# manager (line traversal, choice handling, condition evaluation hooks, signals).
---
## 5. Branching and Conditions
Choices live on `DialogueLine.choices` (an Array of Dictionary). Each choice has `text`, `next_line_id`, optional `condition`. Conditions are GDScript expressions evaluated via the `Expression` class — passed a context object with project state (e.g. `GameState`).
> See [references/branching-and-conditions.md](references/branching-and-conditions.md) for the full choice-handling and condition-evaluator implementations (GDScript + C#), plus security notes on Expression input.
---
## 6. Dialogue UI
A `CanvasLayer` with a `RichTextLabel` for the line body (BBCode-enabled), a `Label` for speaker name, and a `VBoxContainer` for choice buttons. Typewriter effect via `RichTextLabel.visible_characters` driven by a `Tween`. UI subscribes to `DialogueManager` signals.
> See [references/ui-presentation.md](references/ui-presentation.md) for the scene-tree fragment, typewriter recipe, choice-button spawning, and full GDScript + C# wiring.
---
## 7. External Formats
Load dialogue from JSON for designer-friendly editing — map JSON keys to `DialogueLine` properties at load time. Or integrate the **Dialogic** addon for a node-graph editor (community standard).
> See [references/external-formats.md](references/external-formats.md) for the JSON loader recipe and Dialogic integration notes.
---
## 8. Variable Interpolation
Dialogue text supports `{player_name}`-style placeholders. Resolve via a small templater: `text.format(vars)` (GDScript) or `string.Format` with named-tag preprocessing (C#).
> See [references/variable-interpolation.md](references/variable-interpolation.md) for the GDScript and C# interpolation helpers.
---
## 9. Implementation Checklist
- [ ] `DialogueLine` and `DialogueData` extend `Resource` and carry `[GlobalClass]` (C#) for Inspector integration
- [ ] `DialogueManager` is registered as an Autoload so all scenes share a single instance
- [ ] `start_dialogue()` asserts that `dialogue_data` is non-null before accessing it
- [ ] `advance()` guards against being called when choices are pending
- [ ] `choose()` operates on the filtered visible-choices list, not the raw `choices` array
- [ ] Condition strings reference only stable autoload method names — avoid referencing scene-local nodes
- [ ] `_evaluate_condition()` passes a known base instance (`GameState`) to `Expression.execute()` to resolve method calls
- [ ] Typewriter timer uses `visible_characters`, not frame-by-frame string slicing, for BBCode compatibility
- [ ] Pressing `ui_accept` mid-typewriter reveals full text; a second press advances the line
- [ ] Choice buttons are freed (`queue_free`) before creating new ones — never accumulate stale children
- [ ] JSON loader validates file open and parse steps separately, emitting clear error messages for each failure
- [ ] Variable interpolation is centralised in one `_interpolate()` helper, not scattered across signal handlers
- [ ] `next_line_id = ""` signals end-of-dialogue — no magic sentinel strings beyond the empty string
- [ ] All `push_error()` messages include class name and method for easy log tracing
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License: MIT
Install targets
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"risk": "Needs review"
},
"alternative_skills": [],
"do_not_use_when": [
"teams that need a vendor-supported SLA",
"high-compliance environments without internal security review",
"No OpenAgentSkill engagement data yet",
"AI review approval is missing",
"Quality score needs review",
"Review status: AI review approval is missing",
"Production credentials, payments, or irreversible account changes without explicit human review",
"Sensitive private data before reviewing repository code, license, and permission surface"
],
"agent_contract": {
"task_input": "Use dialogue-system in an agent workflow",
"recommended_action": "Require human approval before installing into a real workspace.",
"install_policy": "review",
"minimum_review_before_use": [
"Trust: 80/100 Strong shortlist",
"Audit: 81/100 Needs review",
"Safety: 65/100 Review before install",
"Review repository, license, install command, and permission surface before production use."
],
"expected_agent_output": {
"selected_skill": "jame581-dialogue-system (dialogue-system)",
"install_command": "npx skills add jame581/GodotPrompter --skill dialogue-system",
"risk_summary": "Needs review; Reviewed with permission notes; Review before production",
"verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
}
},
"outcome_feedback": {
"endpoint": "https://www.openagentskill.com/api/agent/outcome",
"method": "POST",
"requires_resolve_event_id": true,
"event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
"expected_outcomes": [
"success",
"failed",
"not_relevant",
"blocked_by_risk",
"setup_required"
],
"payload_template": {
"event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
"skill_slug": "jame581-dialogue-system",
"task": "Use dialogue-system in an agent workflow",
"agent": "codex",
"outcome": "success",
"install_used": true,
"risk_blocked": false,
"setup_required": false,
"task_success": true,
"output_quality": 4,
"error_type": null,
"human_review_required": false,
"workspace": "sandbox",
"time_to_useful_ms": 120000,
"notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
}
},
"endpoints": {
"web": "https://www.openagentskill.com/skills/jame581-dialogue-system",
"api": "https://www.openagentskill.com/api/agent/skills/jame581-dialogue-system",
"audit": "https://www.openagentskill.com/skills/jame581-dialogue-system/audit",
"eval": "https://www.openagentskill.com/api/agent/evals?slug=jame581-dialogue-system&task=Use%20dialogue-system%20in%20an%20agent%20workflow&max_risk=medium",
"resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20dialogue-system%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
"receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20dialogue-system%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
"install": "https://www.openagentskill.com/api/skills/jame581-dialogue-system/install",
"manifest": "https://www.openagentskill.com/api/registry/manifest/jame581-dialogue-system"
}
}Listing source
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Sandbox only
Audit
81/100
Needs review
Copies are not installs. Installation counts require a reported successful installation; they are not a blanket quality guarantee.