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Godot DialogueManager syntax

Godot DialogueManager syntax

Loy_Dizak

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1 install
| (0) | Free
VSCode support for Godot 4.x DialogueManager
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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Godot Dialogue Manager - VS Code Extension

Logo

A VS Code extension providing complete development support for Godot 4.x Dialogue Manager

Made by hakubox, translated by Loy_Dizak

GitHub • Report an issue • Download


Contents

  • Features 1
  • Quick start 2
  • Configuration 3
  • FAQ 4

Features

You can find full list of features on the official DialogueManager github page

Quick Start

1. Install the extension

Method A: Install from the VS Code Marketplace

  1. Open VS Code
  2. Press Ctrl+Shift+X to open the Extensions view
  3. Search for Godot Dialogue Manager
  4. Click Install

Method B: Install manually from a .vsix

  1. Download the latest .vsix file from GitHub Releases 8
  2. Press Ctrl+Shift+P in VS Code
  3. Enter Extensions: Install from VSIX...
  4. Select the downloaded .vsix file

2. Open a Godot project

Make sure your project includes the Dialogue Manager plugin and contains .dialogue files.

3. Start writing dialogue

Create or open a .dialogue file and enter the following to test the extension:

~ start
# This is a test title

NPC: Hello! [#happy]
Player: Hello, may I ask...

- I want to buy something => shop
- I want to leave => END

~ shop
do! ShopManager.open_shop()
=> END

Configuration

Complete configuration example

{
  // ========== Global class configuration ==========
  "dialogue.diagnostics.globalClasses": [
    "PlayerState",
    "AudioManager",
    "SaveManager"
  ],

  // ========== Global variable configuration ==========
  "dialogue.diagnostics.globalVariables": {
    "playerName": {
      "type": "String",
      "comment": "Player name"
    },
    "playerStats": {
      "type": "Dictionary",
      "schema": {
        "hp": { "type": "int" },
        "mp": { "type": "int" }
      }
    }
  },

  // ========== Custom tag configuration ==========
  "dialogue.diagnostics.customTags": {
    "happy": {
      "description": "Happy expression",
      "category": "face",
      "alias": ["joyful"]
    }
  },

  // ========== Tag category configuration ==========
  "dialogue.diagnostics.metadataCategories": {
    "face": {
      "icon": "😊",
      "description": "Expression"
    }
  },

  // ========== Other options ==========
  "dialogue.diagnostics.enableCustomTags": true,
  "dialogue.diagnostics.strictMode": false
}

FAQ

Q1: Why is my class missing from the completion list?

A: Make sure your class uses a class_name declaration:

# ✅ Correct
class_name PlayerState
extends Node

# ❌ Incorrect
extends Node

Alternatively, register the class globally, then restart VS Code or wait for the class cache to refresh.


Q2: Why is cross-file title completion not working?

A: Make sure that:

  1. The import statement is correct and uses a res:// path
  2. The imported .dialogue file has been opened to trigger scanning
  3. The imported file contains a ~ xxx title definition

Q3: How can I disable specific checks?

A: Set the option in settings.json:

{
  "dialogue.diagnostics.strictMode": false  // Disable strict mode
}

Q4: Why are private members (starting with _) not displayed?

A: This is expected and follows GDScript visibility rules. To access a private member, enter its full name manually; it will not be completed automatically.


Q5: Why is completion slow when opening a project for the first time?

A: The extension scans all GDScript files to build the class cache, which usually takes 2-5 seconds. Wait for ✅ Class cache initialization complete in the console before using completion.


License

MIT License - See the LICENSE 9 file for details


Acknowledgements

  • Godot Engine 10
  • Dialogue Manager Plugin 11 by Nathan Hoad
  • VSCode Extension API 12

Contact

  • GitHub Issues: Submit an issue 13
  • Author: hakubox
  • Email: hakubox@outlook.com
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