dialogue-manager

dialogue-manager is a skill for Claude Code from jame581/GodotPrompter. It costs 32 tokens per session (3,327 once invoked), scanned A, original, MIT.

A Godot addon for writing branching game dialogue in readable .dialogue text files. It supports responses, conditions, changes to game data, runtime dialogue balloons, translation workflows, and C# use.

In plain words
What is it for?
Use it for conversations with choices, conditional lines, changing game state, random lines, translated text, and dialogue in C# projects.
Why use it?
It gives writers a script-like way to maintain conversations instead of editing every line as a low-level data resource.

Skill for Claude Code

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

Part of the godot-prompter plugin — 61 skills, 9 agents, 2 hooks shipped together

Good fit Use it for conversations with choices, conditional lines, changing game state, random lines, translated text, and dialogue in C# projects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/dialogue-manager
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 jame581/GodotPrompter --skill dialogue-manager
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 61 skills, 9 agents, 2 hooks.

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-manager

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/dialogue-manager/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/dialogue-manager)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/dialogue-manager"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/dialogue-manager/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-manager

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/dialogue-manager"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/dialogue-manager.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,327 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
  • 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 $0.00032 $0.03327
Opus 5.5 $0.00013 $0.01331
Sonnet 5.5 $0.00006 $0.00665
Haiku 4.5 $0.00003 $0.00333

Measured 4d ago against content hash e7736ca35393, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

dialogue-manager 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 4d 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.

skills/dialogue-manager/SKILL.md · 314 lines

How it starts

The opening of the file, as written. The whole thing — 314 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

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.


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 main-screen tab (beside 2D/3D/Script) and registers the DialogueManager autoload automatically — no manual autoload step needed.
  3. addons/dialogue_manager/plugin.cfg:
[plugin]
name="Dialogue Manager"
description="A powerful nonlinear dialogue system"
author="Nathan Hoad"
version="3.10.4"
script="plugin.gd"

Read the full file on GitHub · 314 lines

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. 4d ago Changed e7736ca35393
  2. 1mo ago First seen · 314 lines · 32 tokens per session scan A 2171f6f8819d

Subscribe to this mod's changes

dialogue-manager is a skill published in the GitHub repository jame581/GodotPrompter (877 stars, last pushed 3d ago), licensed MIT. It adds 32 tokens to every session and 3,327 once invoked, about $0.0001 per session on Opus 5.5. 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

script-execute

Compiles and runs C# in the Unity Editor (Roslyn): plain statements with the last expression as the result, or a full class with a static method. See the skill body for the modes, usings/include and Unity object parameters.

IvanMurzak/Unity-MCP · 53 tokens

godot-csharp

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…

gamedev-skills/awesome-gamedev-agent-skills · 108 tokens

unity-csharp-scripting

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update…

gamedev-skills/awesome-gamedev-agent-skills · 92 tokens

script-delete

Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.

IvanMurzak/Unity-MCP · 52 tokens

script-read

Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.

IvanMurzak/Unity-MCP · 49 tokens

script-update-or-create

Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…

IvanMurzak/Unity-MCP · 80 tokens