integrate-dialogue-narrative

Installation
SKILL.md

Integrate Dialogue Narrative

Architect and integrate data-driven narrative and dialogue pipelines supporting Yarn Spinner or Ink scripts, sandboxed condition flag evaluation, localized string tables, and responsive typewriter presentation.

Core Rules

  • Strict Content-Code Separation: Author all narrative branching, speaker lines, and choice conditions in external data assets (.yarn, .ink, or structured dialogue graphs). Never hardcode conversation trees or raw display strings inside gameplay scripts.
  • Stable Localization Keys: Address every dialogue line and UI choice by an immutable localization line ID (e.g. line:npc_blacksmith_greeting_01) mapped to locale string tables (.csv, .po, Fluent) so translations and typo fixes never break branching logic.
  • Sandboxed Condition & Command Dispatch: Evaluate narrative variables and trigger scene side-effects (camera cuts, item grants, quest stage updates, animations) through registered, type-checked command bindings rather than arbitrary reflection or eval().
  • Contract Adherence: Emit contracts/schemas/implementation-result.json upon completing dialogue and narrative integrations.

Suggested Process

1. Narrative Runtime & Variable Storage Setup

Integrate the narrative VM (Yarn Spinner, Ink, or custom AST runner) backed by a centralized NarrativeVariableStorage dictionary (bool, int, float, string flags). Synchronize this store directly with the save persistence layer.

2. Command & Function Binding Registration

Register deterministic external functions (HasItem(id), GetFactionRep(faction)) and asynchronous sequence commands (<<camera_focus target>>, <<play_emote actor_id smile>>, <<give_quest quest_id>>) that pause dialogue progression until awaited presentation cues finish.

Installs
4
GitHub Stars
5
First Seen
Oct 26, 2026