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/godot-auditor

@57c9225

Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-auditor

This session only. Nothing lands on disk.

referencescategoriesdialogue-system.md

≈593 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Dialogue System NEVER List

  • NEVER hardcode dialogue text directly in your GDScript files — This makes translation impossible. Store text in Resources or external JSON/CSV files [12].
  • NEVER display choices that the player hasn't met the criteria for — Hidden choices should stay hidden unless they are "grayed out" intentionally to show a missed path [13].
  • NEVER use loose strings for node transitions without validation — Typos in next_node_id will crash the dialogue mid-convo. Use assert() or a central ID registry [14].
  • NEVER force a typewriter effect without a "Skip" option — Forcing players to read at a fixed speed leads to frustration. Always allow clicking to finish the line [15].
  • NEVER store the current dialogue state inside a UI node — If the UI is closed or the scene changes, the player loses their place. Use an AutoLoad DialogueManager [16].
  • NEVER use get_node() to find dialogue UI from the NPC script — Use signals like DialogueManager.start_dialogue(res) to maintain a decoupled architecture.
  • NEVER use complex regex for simple text tags — Godot's RichTextLabel supports BBCode tags natively. Use [b], [i], and [url] for formatting.
  • NEVER perform save/load operations inside a dialogue node — Conversation nodes should be pure data. Delegate persistence to a dedicated SaveSystem.
  • NEVER block the main thread for text reveal timing — Never use OS.delay_msec(). Use create_timer() or Tween to maintain smooth 60fps performance.
  • NEVER hardcode portrait paths — Assign textures directly to the DialogueNode resource in the inspector or use a central PortraitDatabase.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-dialogue-system/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md -->

Source: SKILL.md on GitHub

No alerts16d3 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill is a comprehensive Godot 4.7 project auditor that statically analyzes GDScript code and project memory metrics. No malicious behavior or security risks were detected.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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