# Dialogue System All authored text — NPC conversations, item pickup messages, battle narration — is written in `.dialogue` files and played back via `DialogueManager` (godot_dialogue_manager v3.10.4). ## Plugin - Autoload: `DialogueManager` (registered in `project.godot`) - Plugin must be enabled in Godot → Project Settings → Plugins → Dialogue Manager - `.dialogue` files are imported as `DialogueResource` once the plugin is active - Dialogue files live in `dialogue/` organised by category (`npc/`, `item/`, `battle/`) ## DialogueAction — the Cutscene bridge [cutscene/dialogue/DialogueAction.gd](../../cutscene/dialogue/DialogueAction.gd) is the glue between the `Cutscene` queue and `DialogueManager`. It runs a `.dialogue` file through `VNTextbox` line-by-line and returns `CUTSCENE_CONTINUE` when the last line is dismissed. ```gdscript # Add a dialogue step to any Cutscene cutscene.addCallable(DialogueAction.getDialogueCallable( load("res://dialogue/npc/test.dialogue"), "start", # title to begin from [entity] # extra_game_states: objects/dicts accessible in the .dialogue file )) ``` Movement is blocked automatically while dialogue runs because `VNTextbox` is open (`EntityMovement._canMove()` checks `UI.TEXTBOX.isClosed`). ## Writing .dialogue files ``` ~ title_name # entry point / jump target Speaker: Line of dialogue. Another line with no speaker. ~ another_section Speaker: Variables resolve inline: {{some_property}}. => END # end this dialogue ``` **Key syntax:** - `~ title` — section anchor; use as the `title` argument to `DialogueAction` - `=> title` — jump to another section; `=> END` ends the dialogue - `{{variable}}` — resolves a property from any autoload or `extra_game_states` object - `do AUTOLOAD.method()` — call a method on any autoload (e.g. `do PARTY.BACKPACK.addStack(stack)`) - `set AUTOLOAD.property = value` — set a property - `- Option text` — response branch (indented lines handle each branch) - `[if condition]` — conditional line or response **Mutations fire automatically** before the next dialogue line is returned — you do not handle them manually in GDScript. ## Passing runtime data to dialogue Use `extra_game_states` to expose GDScript objects to `{{variable}}` tokens: ```gdscript class ItemDialogueState: var item_name:String var quantity:int DialogueAction.getDialogueCallable(resource, 'start', [ItemDialogueState.new("Potato", 1)]) ``` Then in the `.dialogue` file: ``` Obtained {{item_name}} x{{quantity}}. ``` ## NPC entities Set these two exports on an Entity node whose `interactType = CONVERSATION`: | Export | Purpose | |---|---| | `dialogueResource:DialogueResource` | The `.dialogue` file to run | | `dialogueTitle:String` | Title (section) to start from (default `"start"`) | After first enabling the plugin and reimporting, assign `dialogueResource` directly in the Inspector. Until then, assign it in code (see [TestMap.gd](../../overworld/map/TestMap.gd) for the pattern). ## Dialogue files | File | Used by | |---|---| | `dialogue/npc/test.dialogue` | TestMap NPC (NotPlayer) | | `dialogue/item/pickup.dialogue` | `ItemAction` — item pickup text with `{{item_name}}` and `{{quantity}}` | | `dialogue/battle/narration.dialogue` | `BattleCutsceneAction` — move announcements, victory/defeat | ## Response branching (current limitation) `DialogueAction` auto-selects the **first allowed response** when a line has multiple options. There is no in-game response UI yet. To add one, replace the auto-select block in `DialogueAction.dialogueCallable` with a call to your response menu and `await` its selection signal.