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.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
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- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- difficulty-designSkill
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- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- enemy-kit-balanceSkill
- The first 60 shown.
The file
Files
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
| Mode | Effect scope |
| flavor-only | changes later dialogue/presentation only |
| flag-alters-shop | changes shop/reward/availability policy |
| flag-alters-gate | participates 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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