dialogue-manager

dialogue-manager is a skill for Claude Code from jame581/GodotPrompter. It costs 32 tokens per session (3,316 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 — 57 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 57 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 3,316 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 $0.03316
Opus 5 $0.00016 $0.01658
Sonnet 5 $0.00006 $0.00663
Haiku 4.5 $0.00003 $0.00332

Measured 11d ago against content hash 2171f6f8819d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, 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 11d 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 tab to the bottom editor panel 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. 11d 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 (690 stars, last pushed 29d ago), licensed MIT. It adds 32 tokens to every session and 3,316 once invoked, about $0.0002 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.