One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill dialogue-system-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dialogue-system
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/gameplay/dialogue-system
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill dialogue-system-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the problem of implementing maintainable, branching NPC conversations without hardcoding dialogue logic across scripts.

Core Features & Use Cases

  • Node-based dialogue graphs: Model conversations as a ScriptableObject graph with typed nodes (text, choice, condition, event).
  • Runtime dialogue orchestration: Use a DialogueRunner to traverse nodes, evaluate conditions, present choices, and trigger events.
  • Typewriter UI with TMP rich text: Render dialogue with a typewriter effect using TextMeshPro maxVisibleCharacters so rich text tags remain intact.
  • Localization-ready fields: Store localization keys for speaker names and dialogue text while keeping playable fallback text.
  • Game state integration: Branch dialogue based on quest/state variables and fire side effects through event nodes.

Quick Start

Tell the AI to draft the ScriptableObject data model and runtime runner wiring for your NPCs, including typewriter UI and condition/event node handling.

Frequently Asked Questions about dialogue-system

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

FAQPage Schema
How do I create a branching dialogue system in Unity without hardcoding conversations?

A branching dialogue system in Unity can be created using ScriptableObject graphs to model typed nodes for text, choices, and conditions. This approach replaces hardcoded logic with maintainable data structures that a runtime runner traverses sequentially.

What is the best way to implement a typewriter effect for NPC dialogue with TextMeshPro?

Implementing a typewriter effect for NPC dialogue uses TextMeshPro maxVisibleCharacters to reveal text progressively. This mechanism ensures rich text tags remain intact during the text reveal animation within the dialogue UI.

How do I gate NPC conversation branches based on quest state in Unity?

Gating NPC conversation branches based on quest state requires condition nodes within the dialogue tree. A dialogue runner evaluates these condition nodes against current game-state variables to determine which dialogue path to follow.

Can I store localization keys in Unity dialogue trees while keeping fallback text?

Yes, Unity dialogue trees can store localization keys for speaker names and dialogue text alongside playable fallback text. This localization-ready field structure allows the dialogue runner to fetch translations while displaying fallback content when needed.

How do I trigger game events through NPC dialogue choices in Unity?

Triggering game events through NPC dialogue choices uses event-driven side effect nodes within the ScriptableObject graph. The dialogue runner processes these event nodes during conversation traversal to execute corresponding gameplay actions.