# 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 — godot_dialogue_manager v3.10.4 - Repo: [nathanhoad/godot_dialogue_manager](https://github.com/nathanhoad/godot_dialogue_manager) - Autoload: `DialogueManager` (registered in `project.godot`) - Plugin must be enabled: 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/`) ### Key API #### Fetching lines manually (our approach) ```gdscript # Must be awaited. Runs any mutations encountered along the way. # Returns a DialogueLine, or null when dialogue ends. var line:DialogueLine = await DialogueManager.get_next_dialogue_line( resource, # DialogueResource "start", # cue / section title to begin from [extra_state_obj] # optional: objects whose properties are accessible in {{variables}} ) ``` This is the low-level path we use — it gives full control over how lines are displayed. We do **not** use `DialogueManager.show_dialogue_balloon()` since we render lines ourselves via the world-space textbox system. #### Advancing to the next line ```gdscript # Pass line.next_id to continue the conversation var next_line = await DialogueManager.get_next_dialogue_line(resource, line.next_id) # For a chosen response, pass the response's next_id instead var next_line = await DialogueManager.get_next_dialogue_line(resource, chosen_response.next_id) ``` #### Signals | Signal | When | |---|---| | `dialogue_started(resource)` | First line fetched from a resource | | `dialogue_ended(resource)` | `get_next_dialogue_line` returns `null` | | `got_dialogue(line)` | Each time a printable line is found | | `mutated(mutation)` | A `do` / `set` mutation line is about to run | | `passed_cue(cue)` | A `~ cue` marker is passed through | `UISingleton.dialogueActive` should be driven by `dialogue_started` / `dialogue_ended` rather than set manually. ### DialogueLine properties | Property | Type | Notes | |---|---|---| | `character` | `String` | Speaker name (empty string if no speaker) | | `text` | `String` | The line body, with BBCode and `{{variables}}` resolved | | `responses` | `Array[DialogueResponse]` | Non-empty when the line has choices | | `next_id` | `String` | ID to pass to the next `get_next_dialogue_line` call | | `tags` | `PackedStringArray` | `[#tag]` annotations on the line — use for expressions, camera cues, etc. | ### DialogueResponse properties | Property | Type | Notes | |---|---|---| | `text` | `String` | Display text for the option | | `next_id` | `String` | Pass to `get_next_dialogue_line` if this response is chosen | | `is_allowed` | `bool` | False if the `[if condition]` check failed — hide or grey out disallowed responses | | `character` | `String` | Speaker name for this response (usually the player) | ### BBCode tags (dialogue-manager extras) Beyond standard Godot BBCode, the plugin adds: | Tag | Effect | |---|---| | `[wait=N]` | Pause reveal for N seconds (or `[wait="action"]` to wait for input) | | `[speed=N]` | Multiply reveal speed by N for the remainder of the line | | `[next=N]` | Auto-advance to next line after N seconds (used with `TIMED` mode) | | `[next=auto]` | Auto-advance after a length-estimated delay | | `[[A\|B\|C]]` | Pick one option at random inline | --- ## Design Goals These are the intended behaviours for the full system. Some are implemented; some are not yet (see status notes per section). ### World-space textboxes Every textbox is anchored to a 3D point in the world and projected into UI space each frame. There is no bottom-bar HUD textbox — all speech appears spatially near the speaker. - Textbox shows a **speaker name** (small static label) and **body text** (character-by-character reveal). - Max width/height is capped; text wraps automatically. Overflow becomes additional **pages** advanced by player input. - If the anchor point goes off-screen, the textbox **clamps to the nearest screen edge** — a textbox is always visible if it is active. If a dialogue sequence should genuinely allow its textbox to go off-screen (e.g. distant background NPC chatter the player isn't meant to read), use a non-blocking sequence and don't show the textbox at all, or use a different trigger type. - Multiple textboxes can be on screen simultaneously (e.g. two NPCs talking to each other while the player has their own dialogue open). ### Speaker → Entity mapping The speaker name in a `.dialogue` line (e.g. `Guard: Halt!`) is matched against entities present in the current scene by a **separate `dialogueName` export** on `Entity` (not `entityId`). The matched entity provides the 3D anchor point for the textbox and the display name shown in the speaker label. - `dialogueName` is the key used for lookup — set it in the Inspector, keep it stable within a project. - The **display name** shown to the player is a separate property and can differ (e.g. `dialogueName = "guard_captain"` but display name = `"???"` before the character has revealed their name). This lets you write dialogue that references a speaker before the player knows who they are. - **Every dialogue line must have a speaker.** There is no narrator/no-speaker path — if a line has no natural speaker, use a named invisible anchor Entity in the scene. > **Not yet implemented:** the entity-lookup and 3D→UI projection logic. Currently `DialogueAction` passes a target node manually. ### All conversation routes through DialogueManager Whether a line of dialogue is triggered by: - A player pressing Interact on an NPC, - A player walking into a proximity trigger, - A cutscene sequence, - Two NPCs conversing automatically, …it is always written in a `.dialogue` file and played back via `DialogueManager.get_next_dialogue_line()`. There is no separate "dumb string" path for simple one-liners. > **Migration needed:** the current `CHATBOX` interact type (WorldChatBox, plain string) should be replaced with a one-line `.dialogue` file going through the same pipeline. ### Dialogue and movement control Dialogue does **not** automatically block movement. Each dialogue sequence declares whether it pauses movement: - **Blocking** (most NPC conversations triggered by player): sets `UI.dialogueActive = true` for the duration; `EntityMovement._canMove()` returns false. - **Non-blocking** (ambient chatter, background NPC conversations, timed popups): dialogue runs without setting `dialogueActive`; the player can move freely. This is configured per `DialogueAction` call, not per line. > **Partially implemented:** `DialogueAction` always sets `UI.dialogueActive`. The non-blocking path does not exist yet. ### Text reveal (scrolling) Body text is revealed character-by-character at a speed approximating natural human speech. The reveal is not purely uniform — punctuation introduces natural pauses: | Character | Behaviour | |---|---| | `,` `;` | Short pause (~0.15s) | | `.` `!` `?` | Longer pause (~0.4s) | | `...` | Each dot revealed individually with a pause between (~0.3s each), simulating thinking | Holding the **Interact** bind speeds up reveal to near-instant. Once all characters on the current page are revealed, pressing Interact advances to the next page or the next dialogue line. The `[wait=N]` and `[speed=N]` BBCode tags from DialogueManager can override reveal behaviour inline for specific moments (e.g. a shocked line flashing by at `[speed=4]`). **ADA note:** fast reveal speeds (via `[speed=N]` or hold-to-skip) should not flash entire blocks of text in a way that could trigger photosensitive responses. Avoid using `[speed=N]` values so high that multiple lines appear simultaneously. The hold-to-skip path is safe since it requires sustained player input. > **Partially implemented:** `VNTextbox` has character-by-character reveal and hold-to-skip. Punctuation pause logic is not yet implemented. ### Advancement modes Each dialogue sequence uses one of two advancement modes: | Mode | Behaviour | |---|---| | `PLAYER` (default) | Player presses Interact to advance to the next page or line once reveal is complete. | | `TIMED` | Each line auto-advances after a delay estimated from line length (reading speed). A per-line `[next=N]` override is supported for lines that need a specific timing. Player input is ignored. | Mixed sequences (some lines timed, some player-advanced) are not supported — the mode is set per conversation, not per line. > **Not yet implemented:** `TIMED` mode. Currently all dialogue requires player input. ### Response / choice UI When a `DialogueLine` has a non-empty `responses` array, reveal pauses and a choice textbox appears **anchored to the player entity** — choices appear as if the player is speaking. The options are a vertical list; the player selects with D-pad/arrow keys and confirms with Interact. The chosen response's `next_id` is passed to `get_next_dialogue_line()`. The choice textbox follows the same world-space anchor and screen-edge clamping rules as all other textboxes. > **Not yet implemented:** `DialogueAction` currently auto-selects the first allowed response. Replace the auto-select block with a call to the response UI and await its selection signal. ### Trigger types | Trigger | How it works | |---|---| | Player interact | Entity `interactType = CONVERSATION`; player presses Interact nearby | | Proximity (enter area) | Trigger volume fires when player enters; starts non-blocking dialogue | | Cutscene sequence | `DialogueAction` added to a `Cutscene` queue | | Scripted NPC-to-NPC | Cutscene sequence with non-blocking mode, no player involvement | > **Proximity trigger:** defined as `PROXIMITY_CHATBOX` in `Entity.InteractType` but not yet implemented. --- ## DialogueAction — the Cutscene bridge [cutscene/dialogue/DialogueAction.gd](../../cutscene/dialogue/DialogueAction.gd) is the glue between the `Cutscene` queue and `DialogueManager`. It fetches lines via `get_next_dialogue_line()`, displays them in the world-space textbox, and returns `CUTSCENE_CONTINUE` when the last line is dismissed. ```gdscript # Add a blocking dialogue step to any Cutscene cutscene.addCallable(DialogueAction.getDialogueCallable( load("res://dialogue/npc/test.dialogue"), "start", # section to begin from [entity], # extra_game_states exposed to {{variables}} in the file true # blocking — pauses player movement )) ``` The `blockMovement` argument (fourth param, default `true`) controls whether `UI.dialogueActive` is set for the duration. --- ## Writing .dialogue files ``` ~ title_name # entry point / jump target SpeakerName: Line of dialogue. ~ another_section SpeakerName: Variables resolve inline: {{some_property}}. => END # end this dialogue ``` **Key syntax:** - `~ title` — section anchor; pass 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 on any autoload - `- Option text` — response branch (player choice); indented lines run for that branch - `[if condition]` — conditional line or response - `[wait=N]` — pause character reveal for N seconds mid-line - `[speed=N]` — multiply reveal speed by N for the rest of the line **Mutations fire automatically** before the next dialogue line is returned — you do not handle them manually in GDScript. ### Speaker names The name before the colon becomes `DialogueLine.character`. This string is matched case-insensitively against the `dialogueName` export on `Entity` nodes in the current scene, to find the 3D anchor point. Keep `dialogueName` values stable across a project — they are the linking key between dialogue files and scene nodes. The player-visible name shown in the textbox speaker label is a separate property and can change at runtime (e.g. `"???"` before a character is introduced). ``` guard_captain: Halt! Who goes there? ``` ```gdscript # Entity Inspector exports entityId = "guard_captain_01" # internal UUID, can be anything dialogueName = "guard_captain" # must match the .dialogue speaker name displayName = "???" # shown to the player in the textbox speaker label ``` --- ## 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: ``` shopkeeper: Here's your {{item_name}} x{{quantity}}. ``` --- ## NPC entities Set these exports on an Entity node whose `interactType = CONVERSATION`: | Export | Purpose | |---|---| | `dialogueResource:DialogueResource` | The `.dialogue` file to run | | `dialogueTitle:String` | Section to start from (default `"start"`) | The entity's `entityId` must match the speaker name used in the dialogue file so the textbox anchor resolves correctly. --- ## 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 | --- ## Translation Translation uses **per-locale dialogue files**. Each `.dialogue` file has a locale suffix; `DialogueAction` selects the correct file at runtime based on the active locale in `SETTINGS`. ``` dialogue/npc/test.en.dialogue dialogue/npc/test.ja.dialogue ``` `DialogueAction.getDialogueCallable()` accepts a base path (without locale suffix) and resolves the active locale automatically, falling back to `en` if the locale file is missing. Do not hardcode any visible text outside of `.dialogue` files. All player-facing strings — including item pickup messages, battle narration, and UI prompts — must live in a dialogue file so they are covered by the locale system. > **Not yet implemented:** locale resolution in `DialogueAction`. Currently loads the resource directly. --- ## Open questions None currently. Update this section as new design questions arise.