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Dialogue System

skill-firzus-agent-skills-dialogue-system · by Firzus

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Install

$ agentstack add skill-firzus-agent-skills-dialogue-system

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Security review

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

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 salience-based narrative for combinatorial control | | [runtime.md](./runtime.md) | The session scope (capture + finally-restore), staging as data (the BotW AISchedule gold mine), look-at, voice strategy, the bark arbiter and the Valve fact-matching model | | [narrative-design.md](./narrative-design.md) | Skill-check / dice-roll dialogue (Disco Elysium white/red checks, BG3 visible DCs), dialogue wheels vs full-text (the Mass Effect/Fallout 4 paraphrase backlash), the reactivity budget, delayed consequence (Witcher 3), timed/real-time conversation (Oxenfree), internal-voice systems | | [presentation.md](./presentation.md) | Typewriter reveal, auto/skip modes (the Genshin skip cautionary tale), backlog, and deep subtitle accessibility (size, speaker ID, reading speed, dyslexia, screen-reader, the cert-tag standards) | | [pipeline.md](./pipeline.md) | Writer tools compared (Ink/Yarn/articy/Twine/in-engine), line-ID and lock-then-record VO workflow, localization depth (RTL/CJK, ICU plural/gender, expansion budgets), lip-sync tiers, AND AI/LLM-driven NPCs (the architecture, the hard problems, the SAG-AFTRA 2025 terms) | | [pitfalls.md](./pitfalls.md) | 16 failure modes (symptom → cause → prevention) with real incidents, debugging order, ship checklist |

The session and the barks (summary)

  • A dialogue session is a scope: capture input/camera/HUD/NPC-AI on entry,

restore in a finally on EVERY exit path (normal, death, teleport, load). The stuck-in-dialogue bug class is a missing finally.

  • Staging is actor data, not code (the BotW lesson): turn-to-face, approach

reactions, rain variants, routine resumption all live in AISchedule.

  • Barks are a separate system: gameplay requests, a central arbiter

decides (priority, cooldowns, history, muted during sessions). The reference is Valve's GDC 2012 fact-matching model.

  • The VO strategy is a cost decision made early: partial VO (Genshin voices

story quests only; BotW voices cutscenes only) with per-line soundId keys.

Full detail in [runtime.md](./runtime.md).

Build order (4 shippable tiers)

Tier 1 — Graph and session
- [ ] Line nodes + edges + choice fan-out; text as keys from day one
- [ ] The session scope (capture + finally restore); Started/LineChanged/Ended
- [ ] Typewriter reveal + advance; line-by-line skip
- [ ] Graph validation at import (every node reaches a terminal)
Tier 2 — Conditions, staging, voice
- [ ] Condition gates via the world-state store
- [ ] Staging data: turn-to-face, look-at ramp, approach reactions
- [ ] VO by line ID; voice-end advance as OPT-IN; partial-VO first-class
- [ ] Events out: end-of-talk → quest-system; mid-line actions
Tier 3 — Mechanics and presentation
- [ ] Choice UI: dead-window, separate advance/select, consequential confirm
- [ ] Narrative mechanics chosen (skill-check / wheel / reactivity model)
- [ ] Auto mode (text-aware delay), skip-with-summary, backlog
- [ ] Subtitle accessibility: ≥32px scalable to 46, speaker ID, 2×40
Tier 4 — Pipeline and scale
- [ ] Writer tool → runtime import automated, validated on every sync
- [ ] VO pipeline: text-lock before recording, files by line ID, pickup tracking
- [ ] Localization: pseudo-loc, +30–40% budgets, ICU plural/gender, RTL/CJK
- [ ] Lip-sync tier decision; (if used) generative-NPC tiering + guardrails

Key numbers (starting points — sourced anchors)

| Parameter | Value | Anchor | | --- | --- | --- | | Corpus scale | Genshin v4.5: 170,202 lines, 2,422 speakers; 424,011 VO files | datamine | | Reading rates | adult silent ~238 wpm; subtitles 160–180 wpm; Netflix 20 cps | academic/official | | Subtitle size | default ≥32px @1080p, scalable to 46px (≥200%); cert tags | Xbox/AGI | | Disco Elysium check | active 2d6 + skill ≥ DC (double 1 fail / double 6 success); % shown | wiki | | BG3 check | d20 + ability + proficiency ≥ DC; Inspiration reroll (cap 4) | bg3.wiki | | Skip reality | Genshin still has NO general skip; HSR 3.4 skip-with-summary is the model | chronology | | VO costs | SAG-AFTRA $551/h (1 voice); AI Real-Time Generation = 7.5× scale min | official | | Localization | DE +10–35%, Arabic ~+30%, short strings +100–200%; ICU plural forms | industry | | Generative latency | conversational gap ~200ms; >1s noticeable, ~3s collapses presence | research |

Full sourced tables (with flagged "do-not-invent" gaps) in each reference file.

Engine mapping (summary)

| Generic block | Unity 6 | UE5 (5.4+) | | --- | --- | --- | | Middleware | Yarn Spinner 3.x · Ink · Dialogue System for Unity | Narrative Pro · Mountea · custom DataAsset graphs (Dialogue Voice/Wave semi-abandoned) | | Typewriter | TMP maxVisibleCharacters (rich-text safe) | UMG rich text + custom reveal | | Text/loc | Localization package (line ID → String + Asset tables) | FText + String Tables; native |plural()/|gender() | | VO audio | Vorbis + Streaming; Addressables per language | Sound Waves + Concurrency; Submix ducking | | Lip-sync | uLipSync · SALSA · OVRLipSync (legacy) | MetaHuman Animator (offline/editor, no runtime) |

Full detail in [runtime.md](./runtime.md) and [pipeline.md](./pipeline.md).

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.