aaabench: Skill for Claude Code

.claude/skills/dialogue-systems/SKILL.md

dialogue-systems is a skill for Claude Code from ukanwat/aaabench. It costs 75 tokens per session (1,874 once invoked), scanned A, a copy of dialogue-systems, MIT.

A design guide for branching game conversations, where dialogue nodes contain lines, choices lead to different paths, and conditions and variables remember what the player did. It covers Ink, Yarn Spinner, and custom data formats.

In plain words
What is it for?
Use it to build choice-based dialogue, track relationship or story variables, add localization support, and connect conversations to the game loop.
Why use it?
It helps you choose how to author and run conversations without mixing narrative logic with unrelated game systems.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is ukanwat/aaabench's own configuration. It tells Claude Code how to work on aaabench itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything aaabench configures →

Reuse

Borrowing it

Nothing to install: this file belongs to ukanwat/aaabench. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/ukanwat/aaabench/main/.claude/skills/dialogue-systems/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

Made for: Claude Code.

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/ukanwat/aaabench/dialogue-systems.svg)](https://agentmods.dev/skills/ukanwat/aaabench/dialogue-systems)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/dialogue-systems"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/dialogue-systems.svg" alt="Measured on agentmods" 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 1,874 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.
Origin 91% copy Near-identical to another mod 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 $0.01874
Opus 5 $0.00037 $0.00937
Sonnet 5 $0.00015 $0.00375
Haiku 4.5 $0.00007 $0.00187

Measured 8d ago against content hash 8c39ba14fd08, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 8d 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

This is a copy

91% identical to dialogue-systems — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/dialogue-systems/SKILL.md · 179 lines

How it starts

The opening of the file, as written. The whole thing — 179 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 · 179 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. 8d ago First seen · 179 lines · 75 tokens per session scan A 8c39ba14fd08

Subscribe to this mod's changes

dialogue-systems is a skill published in the GitHub repository ukanwat/aaabench (382 stars, last pushed 24d ago), licensed MIT. It adds 75 tokens to every session and 1,874 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to dialogue-systems, differing in 6 lines, and is treated as a copy.

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