mcpField
D
dialogue-system

dialogue-system

github.com/jame581Development889165 installsUpdated 4d ago
Repository

About dialogue-system

A dialogue-system guide for Godot 4.3+ developers, covering dialogue data, branching logic, and UI presentation with GDScript and C# examples.

Key features

  1. 01DialogueLine and DialogueData resources
  2. 02Singleton manager with dialogue signals
  3. 03Choices with branching and conditions
  4. 04Dialogue UI and typewriter effect
  5. 05JSON loading and variable interpolation

Use cases

  1. 01Author branching NPC dialogue
  2. 02Show character lines and choices in a game UI
  3. 03Load dialogue text from JSON

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/jame581/godotprompter --skill dialogue-system

After installing, type/dialogue-systemin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
branching-and-conditions.md
dialogue-manager.md
external-formats.md
ui-presentation.md
variable-interpolation.md

Details

From the project README

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 untyped Array of Dictionaries so each entry can carry a text, next_line_id, and optional condition without a separate class.

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#
// 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
# 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#
// 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 the current line. start_dialogue(data) sets the data and emits the first line; advance() moves forward and choose(choice_index) picks a choice. Signals: dialogue_started, line_displayed(line), choice_presented(choices), dialogue_ended.

See 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 expression strings evaluated via the Expression class, with project state (e.g. the GameState autoload) passed in as a named input.

See 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 Timer. 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.


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 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 a string.Replace per placeholder (C#).

See 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() registers GameState as an Expression input name (parse(cond, ["GameState"]), execute([GameState])) — Expression does not resolve autoload names
  • 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

Comments

Markdown supported