Dialogue Manager

Manage in-game dialogue with a promise-based API for text and prompts.

2|Updated Feb 10, 2026
One-click install
npx skills add https://github.com/gabathanasiou/Pokemon-battle-modular --skill dialogue-manager
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Dialogue Manager
Source: https://github.com/gabathanasiou/Pokemon-battle-modular/tree/main/.agent/skills/dialogue_manager
Command: npx skills add https://github.com/gabathanasiou/Pokemon-battle-modular --skill dialogue-manager

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The DialogManager system centralizes text display, user prompts, and sequential dialogue flow in the game, replacing ad-hoc UI calls and ensuring consistent, predictable interactions.

Core Features & Use Cases

  • Promise-based API: All DialogManager methods return a Promise that must be awaited to progress the flow.
  • Queue and sequencing: Messages are queued to play one after another, avoiding overlap.
  • UI control: Options allow locking the Battle UI or other screens during dialogue to prevent input.
  • Flexible prompts: Supports show for standard messages and ask for user choices.
  • Configurability: Supports targetId, arrowId, and parentId for integration with custom UI layouts.

Quick Start

Launch a dialogue sequence by calling DialogManager.show with the message, then await DialogManager.ask to present a choice and proceed based on the result.

Frequently Asked Questions about Dialogue Manager

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I manage sequential game dialogue without overlapping text displays?

To manage sequential game dialogue without overlapping text displays, a centralized dialog manager queues messages to play one after another. This ensures predictable interactions by replacing ad-hoc UI calls with a reliable sequencing system.

How do I pause game UI input during a dialogue sequence?

To pause game UI input during a dialogue sequence, you can use specific locking options provided by the dialog manager. These options lock the Battle UI or other screens during text display to prevent unwanted user input.

What is a promise-based dialogue system and how does it work?

A promise-based dialogue system uses Promises returned by dialog manager methods to control sequential text flow. You must await methods like show and ask to progress the dialogue, ensuring consistent and predictable user interactions.

How do I collect user input and choices during in-game narration?

To collect user input and choices during in-game narration, call the ask method on your dialog manager. This presents a choice to the user and returns a Promise that resolves with the selected input to proceed with the flow.

Can I integrate custom UI layouts with a centralized dialog manager?

Yes, you can integrate custom UI layouts with a centralized dialog manager. It supports configurable IDs including targetId, arrowId, and parentId, allowing the system to map dialogue text and prompts to your specific UI components.

Do I need external dependencies to orchestrate game dialogues with promises?

No, you do not need external dependencies to orchestrate game dialogues with promises. The dialog manager operates independently without any required dependencies to display text, queue messages, and collect user input.