dialogue-systems

dialogue-systems is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 75 tokens per session (1,817 once invoked), scanned A, original, Apache-2.0.

A way to design game conversations as connected scenes, lines, and choices. Conditions and variables can change what players see later, with support for Ink, Yarn Spinner, or a custom data format.

In plain words
What is it for?
Use it to build conversation trees, choice menus, relationship or story flags, and the code that advances lines, handles choices, and updates variables.
Why use it?
It gives branching conversations a clear structure instead of scattering choices and story state through game code. It also helps choose how writers should author the dialogue.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit Use it to build conversation trees, choice menus, relationship or story flags, and the code that advances lines, handles choices, and updates variables.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for dialogue-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for dialogue-systems

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/dialogue-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,817 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00075 $0.01817
Opus 5 $0.00037 $0.00908
Sonnet 5 $0.00015 $0.00363
Haiku 4.5 $0.00007 $0.00182

Measured 13d ago against content hash 58282d44a4eb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

dialogue-systems scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 13d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/disciplines/dialogue-systems/SKILL.md · 173 lines

How it starts

The opening of the file, as written. The whole thing — 173 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Dialogue systems

Model conversations as a graph: nodes hold lines, choices branch the flow, conditions gate options, and variables remember what the player did. The first real decision is build vs. buy — adopt a proven authoring tool (Ink or Yarn Spinner) or write a small data-driven runner. This skill owns both Ink and Yarn; the visual-novel and rpg genres consume it.

When to use

  • Use to design branching conversations, choice menus, or narrative state (flags, relationship values) that affect later dialogue.
  • Use to decide between Ink, Yarn Spinner, and a custom JSON/resource format.
  • Use to wire a dialogue script into your game loop (advance line, present choices, run commands, resolve variables).

When not to use: for engine UI (text boxes, portraits, choice buttons), use godot-ui-control or the engine's UI skill. For persisting narrative variables across sessions, use save-systems. For data-as-resources in Godot/Unity, see godot-resources / unity-scriptableobjects.

Core workflow

  1. Choose the authoring approach.
    • Ink — prose-first, writer-friendly, weave/gather flow; great for dialogue-heavy or CYOA narrative. Integrate via ink runtime / inkle plugins.
    • Yarn Spinner — node-based, explicit <<commands>>, strong for game-driven dialogue with lots of engine hooks.
    • Custom runner — a JSON/resource graph + a small interpreter when you need full control or minimal dependencies. Don't build a language; build a graph.
  2. Define the node contract. A node yields one of: a line (speaker + text), a set of choices, a command/side-effect, or an end/jump. The runner advances through nodes and hands lines/choices to the UI.
  3. Separate variables from flow. Keep a variable store (booleans, numbers, strings) the dialogue reads/writes; gate choices with conditions over it.
  4. Localize from the start. Author with line IDs, not raw strings, so the displayed text comes from a string table keyed by locale.
  5. Drive it from the game loop. The runner is a state machine: current node → emit content → wait for input (continue or choice) → advance.
  6. Verify by walking branches. Exercise each choice path; confirm conditions, variable writes, and that every branch reaches an end or a valid jump.

Read the full file on GitHub · 173 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 13d ago First seen · 173 lines · 75 tokens per session scan A 58282d44a4eb

Subscribe to this mod's changes

dialogue-systems is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 75 tokens to every session and 1,817 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

maintaining-modding-environments

Use after first-run for ongoing modpack maintenance: update/install KB packs, author or register custom/mod KB packs, maintain localization glossary KBs for translator use, prune KB cache, health-check the environment, version-pin KB/tooling, or handle recurring BGS modding environment care.

hashgraph-online/awesome-codex-plugins · 65 tokens

using-bgs-translator

A translation workflow for Bethesda Game Studios plugins, which are game modification files such as .esp, .esm, and .esl. It prepares the plugin text for AI translation and exports files that xTranslator can use.

hashgraph-online/awesome-codex-plugins · 94 tokens

localization

Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+.

jame581/GodotPrompter · 42 tokens

game-design-book-translator

A specialist translator and editor for English books and other long materials about game design, game development, user experience, and design theory. It also handles related diagrams, captions, tables, OCR text, and terminology.

DY-2026/GameDesignOS · 81 tokens

roblox-localization

Use when implementing Roblox multi-language support, translation tables, auto-translation, locale-specific content, or region detection.

TabooHarmony/roblox-brain · 28 tokens

cgs-content-audit

Use for content audit tasks that audit content coverage, duplication, tone consistency, localization needs, and production completeness; produce verification evidence, changed or proposed files, and handoff boundaries.

merlinhu1/codex-game-studio · 42 tokens