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Get Started Free →Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
.claude/skills/jame581-dialogue-manager/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-09 | ✗→✓ | ▲ Improved | 95% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 135% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 270% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 64% | 0% |
| case-12 | ✗→✓ | ▲ Improved | -32% | 0% |
> 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.
| 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.
addons/dialogue_manager/ from theGitHub repo into res://addons/dialogue_manager/.
the bottom editor panel and registers the DialogueManager autoload automatically — no manual autoload step needed.
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"
using DialogueManagerRuntime; is enough (§4).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).
.dialogue syntaxOpen/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?
=> ENDResponses (- ) 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_titleConditions — 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 = trueBuilt-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 pickedVariables 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").
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)
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.
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.
gdscriptfunc _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)
csharpusing 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:
csharpresponsesMenu.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.
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.
DialogueManager autoload automatically).dialogue resources loaded via load()/preload(), not parsed by handget_next_dialogue_line / GetNextDialogueLine call is awaitednull return (if not line: in GDScript, line != null in C#) — never compare against {}[if condition] before any => target jump, never afterextra_game_states entries are instances (GameStateClass.new()), not bare classes[Export]using DialogueManagerRuntime; and PascalCase members (ShowDialogueBalloon, GetNextDialogueLine, DialogueStarted, GotDialogue)show_dialogue_balloon call sites[ID:KEY]) added to any line needing voice-over or stable CSV/PO keysdo/await mutations use do! when the caller shouldn't block on them| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-09 | fail→pass | 16,442 | 6,723 | -59% | 1 | 1 | 0% | 2,379 | 4,637 | +95% | 0 | 0 | — |
case-03 | pass→pass | 11,359 | 8,863 | -22% | 1 | 1 | 0% | 1,941 | 5,152 | +165% | 0 | 0 | — |
case-01 | pass→pass | 15,651 | 12,339 | -21% | 1 | 1 | 0% | 2,931 | 6,056 | +107% | 0 | 0 | — |
case-02 | pass→pass | 15,557 | 16,899 | +9% | 1 | 1 | 0% | 2,905 | 6,600 | +127% | 0 | 0 | — |
case-04 | pass→pass | 22,264 | 15,624 | -30% | 1 | 1 | 0% | 3,750 | 6,322 | +69% | 0 | 0 | — |
case-05 | pass→pass | 13,518 | 11,393 | -16% | 1 | 1 | 0% | 2,414 | 5,693 | +136% | 0 | 0 | — |
case-06 | pass→pass | 12,988 | 10,461 | -19% | 1 | 1 | 0% | 2,444 | 5,425 | +122% | 0 | 0 | — |
case-07 | fail→pass | 12,387 | 7,168 | -42% | 1 | 1 | 0% | 2,085 | 4,907 | +135% | 0 | 0 | — |
case-08 | fail→pass | 6,757 | 2,782 | -59% | 1 | 1 | 0% | 1,087 | 4,018 | +270% | 0 | 0 | — |
case-10 | pass→pass | 10,034 | 3,305 | -67% | 1 | 1 | 0% | 1,641 | 4,179 | +155% | 0 | 0 | — |
case-11 | fail→pass | 17,887 | 4,128 | -77% | 1 | 1 | 0% | 2,578 | 4,225 | +64% | 0 | 0 | — |
case-12 | fail→pass | 33,737 | 2,784 | -92% | 1 | 1 | 0% | 6,023 | 4,069 | -32% | 0 | 0 | — |
case-13 | pass→pass | 11,751 | 7,109 | -40% | 1 | 1 | 0% | 1,883 | 4,791 | +154% | 0 | 0 | — |
case-14 | pass→pass | 10,362 | 3,800 | -63% | 1 | 1 | 0% | 1,563 | 4,145 | +165% | 0 | 0 | — |
case-15 | fail→pass | 8,010 | 1,893 | -76% | 1 | 1 | 0% | 1,178 | 3,841 | +226% | 0 | 0 | — |
case-16 | pass→pass | 8,225 | 4,217 | -49% | 1 | 1 | 0% | 1,332 | 4,201 | +215% | 0 | 0 | — |
case-17 | fail→pass | 10,501 | 4,545 | -57% | 1 | 1 | 0% | 1,687 | 4,269 | +153% | 0 | 0 | — |
case-18 | fail→pass | 7,447 | 4,199 | -44% | 1 | 1 | 0% | 1,103 | 4,247 | +285% | 0 | 0 | — |
case-19 | pass→pass | 5,676 | 3,168 | -44% | 1 | 1 | 0% | 900 | 4,033 | +348% | 0 | 0 | — |
case-20 | fail→pass | 10,951 | 8,063 | -26% | 1 | 1 | 0% | 1,707 | 4,934 | +189% | 0 | 0 | — |
case-21 | pass→pass | 6,099 | 3,756 | -38% | 1 | 1 | 0% | 844 | 4,094 | +385% | 0 | 0 | — |
case-22 | fail→pass | 11,826 | 2,192 | -81% | 1 | 1 | 0% | 2,180 | 3,916 | +80% | 0 | 0 | — |
case-23 | pass→pass | 8,184 | 2,047 | -75% | 1 | 1 | 0% | 1,348 | 3,871 | +187% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 23 cases were attempted. The headline lift of +43 percentage points is the difference between those two pass rates over the 23 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.