---
name: Dialogue Manager
slug: dialogue-manager
category: AI Engineering
description: "Dialogue Manager opens Godot .dialogue files with branching responses, conditions, mutations, and runtime balloons. Use it when writers need scripted conversation flow and the project uses the Dialogue Manager addon, including C# support."
github: "https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager"
language: JavaScript
stars: 614
forks: 30
install: "npx degit https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager ~/.claude/skills/dialogue-manager"
installs_to: ~/.claude/skills/dialogue-manager
source_path: skills/dialogue-manager/SKILL.md
collection_size: 25
category_size: 2451
collection_url: "https://dirskills.com/collections/jame581/GodotPrompter"
added: 2026-08-24T05:18:49.077Z
last_synced: 2026-08-24T05:18:49.077Z
canonical_url: "https://dirskills.com/skills/dialogue-manager"
---

# Dialogue Manager

Dialogue Manager opens Godot .dialogue files with branching responses, conditions, mutations, and runtime balloons. Use it when writers need scripted conversation flow and the project uses the Dialogue Manager addon, including C# support.

**Install:**

```bash
npx degit https://github.com/jame581/GodotPrompter/tree/master/skills/dialogue-manager ~/.claude/skills/dialogue-manager
```

## README

# 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](https://github.com/nathanhoad/godot_dialogue_manager) 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`:

```ini
[plugin]
name="Dialogue Manager"
description="A powerful nonlinear dialogue system"
author="Nathan Hoad"
version="3.10.4"
script="plugin.gd"
```

4. C# projects need no extra NuGet package — `using DialogueManagerRuntime;` is enough (§4).
5. Settings live at **Project Settings → General → Dialogue Manager**: notably **State Autoload
   Shortcuts** (autoload names usable in dialogue without a prefix) and **Balloon Path** (the scene
   `show_dialogue_balloon()` opens — leave empty to use the built-in example balloon).

---

## 3. `.dialogue` syntax

Open/create a `.dialogue` file from the **Dialogue** editor tab. Lines are `Character: text` or bare
`text` (narrator). Godot's RichTextLabel BBCode works, plus extras: `[[A|B|C]]` (random inline pick),
`[wait=N]` / `[wait="ui_accept"]` (pause typing), `[speed=N]`, `[next=auto]` (auto-advance).

**Titles and jumps** — `~ name` marks a title; `=> name` jumps to it; `=> END` ends the flow; `=> END!`
force-ends past any pending jump-and-returns; `=>< name` jumps and returns here once that branch hits `END`:

```
~ start
Nathan: Well?
- First one
- Another one => another_title
- Start again => start
=> END

~ another_title
Nathan: Another one?
=> END
```

**Responses** (`- `) nest by indentation and can carry a condition in `[...]` — put any jump *last*:

```
Nathan: How many projects have you started and not finished?
- Just a couple
	Nathan: That's not so bad.
- A lot [if SomeGlobal.some_property == true]
	Nathan: Maybe you should finish one before another.
- Another one [if SomeGlobal.some_method()] => another_title
```

**Conditions** — `if` / `elif` / `else`, boolean `and`/`or`/`()`, and `match`/`while` blocks:

```
if SomeGlobal.some_property >= 10
    Nathan: That property is >= 10.
elif SomeGlobal.some_other_property == "some value"
    Nathan: Or we might be in here.
else
    Nathan: If neither are true, I'll say this.
```

Inline conditions: `Nathan: I have done this [if already_done]once again[/if]`, with an optional
`[else]`. Null-safe member access uses `?.`: `if some_node_reference?.name == "SomeNode"`.

**Mutations** — `set` assigns state, `do` calls a method or emits a signal; both can run inline
(`[do wave()]`, suppress the implicit `await` with `[do! wave()]`):

```
if SomeGlobal.has_met_nathan == false
    do SomeGlobal.animate("Nathan", "Wave")
    Nathan: Hi, I'm Nathan.
    set SomeGlobal.has_met_nathan = true
```

Built-in mutations: `do wait(float)`, `do debug(...)`. Emit a signal from dialogue with
`do SomeGlobal.some_signal.emit("arg")`.

**Locals vs extra game states** — `set locals.asked = true` creates a per-conversation temp variable
(a convention implemented by the *example balloon*, not a Dialogue Manager core feature). Objects passed
in the `extra_game_states` array are referenced directly by name and their mutations persist after the
conversation ends — pass **instances**, not classes (`GameStateClass.new()`, never the bare class).

**Randomised lines** — prefix with `%` (equal weight) or `%N` (relative weight); a blank line separates
random groups:

```
Nathan: I will say this.
%3 Nathan: This line has a 60% chance of being picked
%2 Nathan: This line has a 40% chance of being picked
```

**Variables and tags** — `{{SomeGlobal.some_property}}` interpolates state into text (also usable as a
character name). `[#happy, #mood=calm]` attaches tags, readable via `line.get_tag_value("mood")`.

---

## 4. Runtime API & example balloon

Load a `DialogueResource` (`.dialogue` file) and either let `DialogueManager` open a balloon for you, or
pull lines manually with `await DialogueManager.get_next_dialogue_line(resource, title)`. When there is
no next line it returns `null` — check falsy in GDScript (`if not line:` / `while line:`) and
`line != null` in C#. (The tag's `API.md` prose says "empty dictionary `{}`", but the v3.10.4 source
returns `null` on every end-of-dialogue path — a `line == {}` check would never fire.)

### GDScript

```gdscript
# npc.gd
extends Node2D

@export var dialogue_resource: DialogueResource

func _on_interact() -> void:
    # Opens the configured balloon (Settings → Balloon Path), or the built-in example balloon.
    DialogueManager.show_dialogue_balloon(dialogue_resource, "start")

func _manual_walk() -> void:
    # Manual traversal — build a totally custom balloon around this loop.
    var line: DialogueLine = await DialogueManager.get_next_dialogue_line(dialogue_resource, "start")
    while line:
        print("%s: %s" % [line.character, line.text])
        if line.responses.is_empty():
            line = await DialogueManager.get_next_dialogue_line(dialogue_resource, line.next_id)
        else:
            var chosen: DialogueResponse = line.responses[0]  # replace with real UI selection
            line = await DialogueManager.get_next_dialogue_line(dialogue_resource, chosen.next_id)
```

### C#

```csharp
// Npc.cs
using Godot;
using DialogueManagerRuntime;

public partial class Npc : Node2D
{
    [Export] public Resource DialogueResource;

    private void OnInteract()
    {
        DialogueManager.ShowDialogueBalloon(DialogueResource, "start");
    }

    private async void ManualWalk()
    {
        var line = await DialogueManager.GetNextDialogueLine(DialogueResource, "start");
        while (line != null)
        {
            GD.Print($"{line.Character}: {line.Text}");
            if (line.Responses.Count == 0)
            {
                line = await DialogueManager.GetNextDialogueLine(DialogueResource, line.NextId);
            }
            else
            {
                var chosen = line.Responses[0]; // replace with real UI selection
                line = await DialogueManager.GetNextDialogueLine(DialogueResource, chosen.NextId);
            }
        }
    }
}
```

Other `DialogueManager` methods: `show_dialogue_balloon_scene(balloon_scene, resource, title)` (open a
specific balloon scene), `show_example_dialogue_balloon(resource, title)` (force the built-in balloon),
`create_resource_from_text(text)` (compile a `.dialogue` string at runtime — fails on syntax errors). C#
names are identical PascalCase: `ShowDialogueBalloonScene`, `ShowExampleDialogueBalloon`,
`CreateResourceFromText`.

`get_next_dialogue_line` takes a `mutation_behaviour` param — GDScript `DMConstants.MutationBehaviour`,
C# `MutationBehaviour` (both: `Wait` default, `DoNotWait`, `Skip`). The enum lives on `DMConstants`, **not**
on the `DialogueManager` autoload. Leave it `Wait` unless you know otherwise; the example balloon only
supports `Wait`.

---

## 5. Signals & typed access

`DialogueLine` fields: `id`, `next_id`, `character`, `text`, `tags` (`PackedStringArray`),
`translation_key`, `responses` (`Array[DialogueResponse]`), `concurrent_lines`. `DialogueResponse` adds
`is_allowed: bool` and `condition_as_text: String` on top of the same `id`/`next_id`/`character`/`text`/
`tags`/`translation_key` fields.

### GDScript

```gdscript
func _ready() -> void:
    DialogueManager.dialogue_started.connect(_on_dialogue_started)
    DialogueManager.dialogue_ended.connect(_on_dialogue_ended)
    DialogueManager.got_dialogue.connect(_on_got_dialogue)
    DialogueManager.mutated.connect(_on_mutated)

func _on_dialogue_started(resource: DialogueResource) -> void:
    pass

func _on_dialogue_ended(resource: DialogueResource) -> void:
    pass

func _on_got_dialogue(line: DialogueLine) -> void:
    print(line.character, ": ", line.text, " tags=", line.tags)

func _on_mutated(mutation: Dictionary) -> void:
    pass  # fires before a `do`/inline mutation runs (not `set` lines)
```

### C#

```csharp
using DialogueManagerRuntime;

public override void _Ready()
{
    DialogueManager.DialogueStarted += (Resource resource) => { };
    DialogueManager.DialogueEnded += (Resource resource) => { };
    DialogueManager.GotDialogue += (DialogueLine line) =>
    {
        GD.Print($"{line.Character}: {line.Text} tags={line.Tags}");
    };
    DialogueManager.Mutated += (Godot.Collections.Dictionary mutation) => { };
}
```

> ⚠️ These C# events are bridged to the underlying Godot signals lazily, on the **first access to
> `DialogueManager.Instance`**. A project that only subscribes here and then drives dialogue from
> GDScript never touches `Instance`, so the handlers never fire. Touch the API from C# at least once
> (e.g. `_ = DialogueManager.Instance;`, or run the dialogue via `GetNextDialogueLine`/`ShowDialogueBalloon`
> from C#) to wire them up.

The built-in responses menu node only exposes `response_selected` as a Godot signal, so connect it with
`Connect` + `Callable` instead of a C# event handler:

```csharp
responsesMenu.Connect("response_selected", Callable.From((DialogueResponse response) =>
{
    // advance using response.NextId
}));
```

`passed_title(title)` (GDScript) / `DialogueManager.PassedTitle += (string title) => { }` (C#) fires
every time a `~ title` marker is crossed — useful for analytics or save-point bookmarking.

---

## 6. Translations

By default all dialogue/response text is run through Godot's `tr()`. The `DialogueManager.translation_source`
property picks the backend — its enum type is GDScript `DMConstants.TranslationSource` / C#
`TranslationSource` (`None`, `CSV`, `PO`, `Guess` default), **not** `DialogueManager.TranslationSource`.
`Guess` inspects your locale project settings for a PO file and falls back to CSV.

Static per-line IDs (`Nathan: Hi! I'm Nathan. [ID:HI_IM_NATHAN]`) give a stable `translation_key` for
matching voiced lines and CSV/PO round-trips, instead of keying off the literal text. `.dialogue` files
auto-register in the POT Generation list; a `##` comment line before a dialogue line becomes a
`#. TRANSLATORS:` note in the exported PO/POT. Export/import CSV from the editor's **Translations** menu
(Dialogue tab); re-import matches by static ID when present, otherwise by literal text.

See the **localization** skill for `TranslationServer`, locale switching, and RTL — Dialogue Manager
only produces the translation keys and CSV/PO export; wiring locale changes into the running game is
`localization`'s job.

---

## Implementation checklist

- [ ] Dialogue Manager plugin enabled in **Project Settings → Plugins** (registers the `DialogueManager` autoload automatically)
- [ ] `.dialogue` resources loaded via `load()`/`preload()`, not parsed by hand
- [ ] Every `get_next_dialogue_line` / `GetNextDialogueLine` call is `await`ed
- [ ] Manual traversal loops detect dialogue end via the `null` return (`if not line:` in GDScript, `line != null` in C#) — never compare against `{}`
- [ ] Response lines put `[if condition]` before any `=> target` jump, never after
- [ ] `extra_game_states` entries are **instances** (`GameStateClass.new()`), not bare classes
- [ ] C# state properties that dialogue reads/writes carry `[Export]`
- [ ] C# code uses `using DialogueManagerRuntime;` and PascalCase members (`ShowDialogueBalloon`, `GetNextDialogueLine`, `DialogueStarted`, `GotDialogue`)
- [ ] Custom balloons override **Balloon Path** in Settings rather than forking `show_dialogue_balloon` call sites
- [ ] Static translation IDs (`[ID:KEY]`) added to any line needing voice-over or stable CSV/PO keys
- [ ] Inline `do`/`await` mutations use `do!` when the caller shouldn't block on them
