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Dialogue Manager

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jame581
dialogue-manager

Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support

Overview

Publisherjame581
RepositoryGodotPrompter
Skill namedialogue-manager
Stars
808
Forks
47
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Dialogue Manager AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/dialogue-manager .claude/skills/dialogue-manager
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Dialogue Manager in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Dialogue Manager on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Dialogue Manager is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.


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

Frequently asked questions

What does the Dialogue Manager AI skill do?

Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support

Why use Dialogue Manager on TypingMind?

Because you install it once and use it with any model. Dialogue Manager is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Dialogue Manager in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Dialogue Manager?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Dialogue Manager?

As many as you like. As long as a model supports skills, you can use Dialogue Manager with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Dialogue Manager AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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