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/godot-dialogue-system

@9d6e91e

Expert patterns for branching dialogue systems including dialogue graphs (Resource-based), character portraits, player choices, conditional dialogue (flags/quests), typewriter effects, localization support, and voice acting integration. Use for narrative games, RPGs, or visual novels. Trigger keywords: DialogueLine, DialogueChoice, DialogueGraph, dialogue_manager, typewriter_effect, branching_dialogue, dialogue_flags, localization, voice_acting.

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

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referencesmigration-notes.md

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Migration notes: godot-dialogue-system

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • SubViewportContainer.mouse_filter must be STOP/PASS for portrait layers receiving clicks.
  • CodeEdit.add_code_completion_option() gains location; Tree.edit_selected() gains force_edit.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • GraphEdit: arrange_nodes_button_hidden → show_arrange_button; snap props renamed; get_zoom_hbox() → get_menu_hbox().
  • GraphNode APIs moved to GraphElement — update dialogue_graph_editor.gd tooling.
  • PopupMenu.clear() gains free_submenus — dialogue debug menus with nested choices.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Default font outline color black (was white) — retheme BBCode dialogue boxes.
  • auto_translate → auto_translate_mode — line keys may stop auto-translating nested choice buttons.
  • AcceptDialog register/remove helpers require LineEdit/Button types specifically.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • GraphEdit.connect_node() gains keep_alive — long-lived dialogue graph editor sessions.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • RichTextLabel.add_image() / update_image(): size_in_percent split into width_in_percent and height_in_percent — set both for portrait sizing.
  • TreeItem.add_button() gains alt_text for accessible choice lists.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Control.grab_focus() / has_focus() gain hide-focus options — keyboard/gamepad choice navigation.
  • EditorFileDialog file APIs moved to FileDialog base — update @tool graph editor import/export.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • RichTextLabel ImageUnit: width_in_percent/height_in_percent → width_unit/height_unit — migrate inline portrait tags in typebox_effect.gd helpers.
  • Control.accessibility_live uses AccessibilityServer.AccessibilityLiveMode — screen-reader choice UI.
  • CanvasItem line antialiasing feather removed — widen dialogue box borders if they looked thicker before.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub17d

    The skill provides a secure and well-structured implementation of a branching dialogue system for the Godot Engine, adhering to best practices such as resource-based data management and signal-based communication.

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    Risk: LOW · No issues

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Signed by skilld at 9d6e91e. 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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