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jammyfujammyfu/open-game-skills/skills/disciplines/dialogue-flags/SKILL.md

dialogue-flags

Skill12 starsChanged 23 days agoMITView on GitHub

Use when dialogue choices, conditional lines, relationship facts, shop/gate reactions, or conversation outcomes need persistent branch state without duplicating the quest graph.

The file

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SKILL.md

Dialogue Flags

This skill owns namespaced dialogue/conversation facts and branch conditions. quest-graph owns quest structure; save-systems owns persistence format/versioning; game-localization owns localized text.

Modes

ModeEffect scope
flavor-onlychanges later dialogue/presentation only
flag-alters-shopchanges shop/reward/availability policy
flag-alters-gateparticipates in an authored access condition

Each flag has a stable namespaced ID such as dialogue.vendorA.met or a project equivalent. Do not key save state by localized line text, choice index, or transient UI order. Persist through save-systems with schema/migration rules.

Flags can be read by quest/shop/gate systems when explicitly referenced, but they do not become a second hidden quest graph. Effects are authored and inspectable.

Replay/alternate-choice viewing is a project feature, not a universal requirement. If conversations can be replayed, define whether flags are preview-only, rewound, forked in a lab slot, or permanently committed.

Acceptance

Save/reload after representative choices and verify stable flag IDs and dependent outcomes. Reorder/localize choices and confirm persisted meaning does not change. A branch that affects progression must name the consuming system and migration behavior.

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