dialogue-systemlisted
Install: claude install-skill Firzus/agent-skills
# Dialogue System
Build the dialogue layer of a game — graph, runtime, narrative-design mechanics,
presentation, and the authoring/VO pipeline. In-world dialogue focus: cutscenes
are out of scope (`cinematic-system`); procedural dialogue cameras live in
`camera-system`. References: BotW/TotK + Genshin (datamined graph/text/conditions),
Valve GDC 2012 (barks), and the Western-RPG canon (Disco Elysium, Baldur's Gate
3, Mass Effect, Witcher 3, Oxenfree) for narrative mechanics.
## The architecture rule
**Flow, text, and conditions are three separate stores — the graph never
contains text, only references.** Both reference games ship this separation, and
it is the foundation of localization, VO, and versioning.
```
GRAPH flow only — line nodes + nextDialogs edges; a choice is fan-out;
BotW: 5 event types (Action/Switch/Fork/Join/Sub-flow) suffice
TEXT per-language tables addressed by stable key; rich-text control tags
(color, pauses, ruby, gender variants) live IN the text
CONDITIONS queries on world state (quest/flags/time/weather/player state)
EVENTS OUT dialogue notifies; consumers decide (end-of-talk = a quest event)
```
## Reference map
| File | Covers |
| --- | --- |
| [graph.md](./graph.md) | The two datamined shapes (Genshin flat nodes, BotW 5 events), conditions, the text format, AND branching-structure patterns (Ashwell's taxonomy: time cave / gauntlet / branch-and-bottleneck / hub-and-spoke), storylet/quality-based and salie