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Bevy Dialogue System Agent Skill

Bevy 0.20 dialogue data: line tables in a resource, the current line index on a component, and choice flags filtered before the write. Use when lines or choices advance. Keywords: Bevy, dialogue, line index, choices, ECS.

2.4k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-dialogue-system

What comes with it

534 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy dialogue system

When to use

Load this when lines, choices, or speaker ids advance. Rendering the line is bevy-ui-text.

ECS shape

  • Components: a line id and a speaker id that you define.
  • Resources: run-wide tables live in a resource (bevy-data-resources), not an autoload.
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Engine counterparts

| Godot idea | Bevy idiom |

| --- | --- |

| Line table | A resource of ids and strings. |

| Current line | A component that stores the line index. |

| Portrait | An image handle via bevy-asset-scenes. Layout is bevy-ui-layout. |

Scope

Dialogue data is a resource of lines plus a component that stores the current line index. Rich text rendering belongs on bevy-ui-text.

[dependencies]
bevy = "0.20"
#[derive(Clone)]
struct LineDef {
    speaker: &'static str,
    text: &'static str,
    next: Option<usize>,
}

#[derive(Resource)]
struct DialogueTable {
    lines: Vec<LineDef>,
}

#[derive(Component)]
struct LineMark {
    index: usize,
    open: bool,
}

fn advance_line(
    keys: Res<ButtonInput<KeyCode>>,
    table: Res<DialogueTable>,
    mut marks: Query<&mut LineMark>,
) {
    if !keys.just_pressed(KeyCode::Space) {
        return;
    }
    for mut mark in &mut marks {
        if !mark.open {
            continue;
        }
        let Some(line) = table.lines.get(mark.index) else {
            mark.open = false;
            continue;
        };
        match line.next {
            Some(next) => mark.index = next,
            None => mark.open = false,
        }
    }
}

fn spawn_conversation(mut commands: Commands) {
    commands.insert_resource(DialogueTable {
        lines: vec![
            LineDef {
                speaker: "guide",
                text: "The gate opens at dusk.",
                next: Some(1),
            },
            LineDef {
                speaker: "guide",
                text: "Bring the key.",
                next: None,
            },
        ],
    });
    commands.spawn(LineMark {
        index: 0,
        open: true,
    });
}

pub struct DialoguePlugin;

impl Plugin for DialoguePlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_conversation)
            .add_systems(Update, advance_line);
    }
}

Choices are data on the line. Hide a choice when its required flag is absent.

#[derive(Clone)]
struct ChoiceDef {
    label: &'static str,
    next: usize,
    requires_flag: Option<&'static str>,
}

#[derive(Resource)]
struct ChoiceList {
    choices: Vec<ChoiceDef>,
}

#[derive(Resource, Default)]
struct StoryFlags {
    names: Vec<&'static str>,
}

#[derive(Component)]
struct LineMark {
    index: usize,
}

fn shown_choices(flags: &StoryFlags, list: &ChoiceList) -> Vec<usize> {
    list.choices
        .iter()
        .enumerate()
        .filter_map(|(index, choice)| match choice.requires_flag {
            Some(flag) if !flags.names.iter().any(|name| *name == flag) => None,
            _ => Some(index),
        })
        .collect()
}

fn choose_first(
    keys: Res<ButtonInput<KeyCode>>,
    flags: Res<StoryFlags>,
    list: Res<ChoiceList>,
    mut marks: Query<&mut LineMark>,
) {
    if !keys.just_pressed(KeyCode::Digit1) {
        return;
    }
    let Some(choice_index) = shown_choices(&flags, &list).first().copied() else {
        return;
    };
    let next = list.choices[choice_index].next;
    for mut mark in &mut marks {
        mark.index = next;
    }
}

fn open_choice(mut commands: Commands) {
    commands.spawn(LineMark { index: 0 });
}

pub struct ChoicePlugin;

impl Plugin for ChoicePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(StoryFlags {
            names: vec!["has_key"],
        })
        .insert_resource(ChoiceList {
            choices: vec![
                ChoiceDef {
                    label: "Open the gate",
                    next: 2,
                    requires_flag: Some("has_key"),
                },
                ChoiceDef {
                    label: "Leave",
                    next: 3,
                    requires_flag: None,
                },
            ],
        })
        .add_systems(Startup, open_choice)
        .add_systems(Update, choose_first);
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A Godot node script |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside this skill | Load the skill that owns it | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not copy the line table onto every speaker. WHY: the table is one resource; the line index is the per-conversation component.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • Examples - Example tree on the latest branch.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-dialogue-system from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.