dialogue_manage
Create and scaffold branching dialogue systems in Godot with typewriter text, choices, and event signals.
Instructions
Dialogue and Narrative System Management.
Ops: • scaffold_system(name="DialogueManager", script_path="res://scripts/dialogue_manager.gd", scene_path="res://scenes/dialogue_box.tscn", register_autoload=True, typewriter_speed=0.03) Scaffold a complete dialogue manager singleton and UI box with typewriter animation, BBCode rich text, continue indicator, branching choice buttons, and event signals (dialogue_started, line_displayed, choice_selected, dialogue_ended).
• create_dialogue(path="res://dialogues/dialogue.json", dialogue_id="intro_conversation", nodes={}, overwrite=False) Create a structured branching dialogue graph with speakers, text lines, choice options, and next-node pointers.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||