Use when implementing dialogue — data structures for branching dialogue, conditions, and UI presentation
Scanned 6/3/2026
Install to Claude Code
npx -y skills add jame581/GodotPrompter --skill dialogue-system --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Dialogue System?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/jame581-dialogue-system)More formats (shields.io, HTML) on the badges page.
---
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.
---
## 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
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!