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DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

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2 stars

Watchers

1 watching

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Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

DialogGraph

Addon for Godot 3.5, graph for creating a dialog system from nodes

⚠ The addon is in a beta version at the development stage, it can be used, but without guarantees of reliability (there are enough bugs)

⚠ Work on the addon has stopped, but will be continued in the distant future (I will continue?). I plan to write a big addon for data, it will be similar to structures and tables in ue4/ue5, maybe this addon will become part of a future addon

Preview Images

Nodes

NodeDescription
TimelineHeadNodeThe main node from which any story begins, you can create any number of such nodes
DialogueNodeSpeaker - the name of the character who says what the text of the next (below) field. You can add an option to branch the plot. (the Speaker field can be empty)
CommentNodeYou can take notes in this node, it does not affect the plot
SetNodeUsed in visual programming,, a large list of operations is supported: =, +=, -=, *=, /=, %=, abs, inverting(for bool)
IfNodeUsed in visual programming, you can compare a variable from the list of variables or a variant with a random one, as well as compare with a constant
MatchNodeUsed in visual programming, works like if, but you can create many cases (works like in gdscript)
SignalNodeEmit 1 signal in DialogueManager, the argument passes signal name and signal data. signal name is a variable from the list, you can create it
SignalNodePreviewTextureThis is a SignalNode, but with a preview to fill in signal data
SignalNodePreviewSoundThis is a SignalNode, but with a preview to fill in signal data

⚠ If Node has operations by type =Variable and so on, they are there, but they are not done, they are just added to the list, this is a plan for the future, then they should work

Variables

VariableDescription
intGDScript int, SpinBox in increments of 1, changing the value when scrolling the mouse wheel
floatGDScript float, SpinBox in increments of 0.01, changing the value when scrolling the mouse wheel
stringGDScript string, LineEdit
boolGDScript bool, CheckBox
signalGDScript string, LineEdit. This variable is used for SignalNode, it is passed as the SignalName argument

Where to use this addon?

  1. For visual novels, you can write a simple novel with ramifications or a more complex one with health and randomness (IfNode and random)
  1. Dialogues in games like undertail, skyrim and many others
  1. In theory, you can use this addon for tutorials, because tutorials display text in a dialog box, with this addon you can easily make forward and backward buttons, as well as the ability to close the window and everything else Screenshot_2015-06-17-17-29-00

DialogueManagerBox

You can create a custom dialog box, put this scene in your scene and provide links.

You can also write your own implementation (for example, if you need more than 4 buttons), to do this, process signals from the DialogueManager

**Initially only 4 button links, because before the dialog node supported only 4 buttons, now there can be as many as you like

Thanks to this approach, you can make the UI whatever you want and quickly add an addon where you already have a UI, but you would just like to add a dialog editor

Godot_v3 5 2-stable_win64_oooN5NdmzXimage

My telegram @Alexey_Pe

I do not know English, this was translated by a translator, if you have any recommendations - write to me

About

Addon for Godot 3.5, graph for creating a dialog system from nodes

Resources

Stars

2 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages