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.
npx skills add jame581/GodotPrompter --skill dialogue-managergit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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.
[](https://agentmods.dev/skills/jame581/godotprompter/dialogue-manager)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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
- Godot AssetLib → search "Dialogue Manager" → Download. Or copy
addons/dialogue_manager/from the GitHub repo intores://addons/dialogue_manager/. - Project → Project Settings → Plugins → enable "Dialogue Manager". This adds a Dialogue main-screen
tab (beside 2D/3D/Script) and registers the
DialogueManagerautoload automatically — no manual autoload step needed. 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"
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.
- 4d ago Changed e7736ca35393
- 1mo ago First seen · 314 lines · 32 tokens per session scan A 2171f6f8819d
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.
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