Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.
Quelldateien prüfen
Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
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Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI
Popochiu
Related skills:dialogue-system for hand-rolled dialogue data, inventory-system for generic inventory patterns, save-load for core-engine persistence.
Custom genre, tight control over every system, no editor tooling needed
Popochiu
Full point-and-click adventure (AGS/PowerQuest-style): rooms, walk-to-click, verb-based interaction, dialog trees, inventory, save/load — wired together with dock-generated scaffolding
Choose Popochiu when you're building a classic point-and-click adventure and want the room/character/prop/dialog/inventory pipeline pre-built, with a dock that scaffolds new objects and autoload registries that give autocomplete (R.House, C.Popsy, I.Key, D.PopsyHouseChat). Hand-roll with dialogue-system + inventory-system + state-machine when your genre isn't point-and-click, or you need full control over the interaction model. Popochiu requires Godot 4.6 and is GDScript-only (no C# API).
Project → Project Settings → Plugins → enable Popochiu. Godot prompts a restart — Project → Reload Current Project.
On first run, PopochiuResources.init_file_structure() scaffolds res://game/ (layout below) plus popochiu_data.cfg (a ConfigFile registry of every room/character/item/dialog) and popochiu_globals.gd (an empty Globals autoload — add your own state here).
The setup wizard pops up automatically (re-open via the dock's "Setup" button): pick a Game Type (Custom/2D/Pixel — configures stretch mode), a Resolution, and a GUI Template (9 Verb, Sierra, SimpleClick, or Custom).
A companion plugin, PopochiuImporters, adds Aseprite import docks — enabled separately in Project Settings.
Dock-generated layout:
res://game/
popochiu_globals.gd # Globals autoload — add vars/on_save/on_load
popochiu_data.cfg # registry of rooms/characters/items/dialogs/GUI/setup
autoloads/{r,c,i,d,a}.gd # generated — never hand-edit; rewritten per new object
rooms/<name>/room_<name>.gd (+ .tscn, state script)
characters/<name>/character_<name>.gd (+ .tscn, state script)
inventory_items/<name>/inventory_item_<name>.gd (+ .tscn, state script)
dialogs/<name>/dialog_<name>.gd (+ .tres)
gui/gui.tscn, gui/gui_commands.gd
transition_layer/transition_layer.tscn (+ .gd)
3. Core concepts & the one-letter autoloads
Game scripts talk to Popochiu almost entirely through short autoload singletons (not PopochiuUtils or class names, which are for engine-internal code):
GUI control: block/unblock, show/hide, hover/system text
func show_system_text(msg: String) -> void
A
PopochiuIAudio
Audio cue registry (A.sfx_boing)
func is_playing_cue(cue_name: String) -> bool
R/C/I/D back onto generated files (res://game/autoloads/*.gd) rewritten every time you create an object in the dock — never hand-edit them; put custom logic in the object's own script instead. Two more singletons round out the surface: T (PopochiuITransitionLayer, screen transitions — §4) and Cursor (mouse cursor rendering).
4. Rooms & navigation
Create rooms from the dock's "Create room" button — it scaffolds room_<name>.gd/.tscn under res://game/rooms/<name>/ with child nodes $Props, $Characters, $Hotspots, $Regions, $WalkableAreas, $Markers. A room needs at least one enabled Walkable Area or characters won't path on click.
R.goto_room() changes rooms — there is no E.goto_room(); room navigation lives on R:
E.queue() scripts a cutscene from an ordered instruction list — mix Callables (the queue_* twin of any action) and plain strings:
func _on_room_transition_finished() -> void:
E.queue([
"Popsy: Finally, some fresh air.",
C.Popsy.queue_walk_to(Vector2(400, 300)),
"...", # 1s pause
C.Popsy.queue_say("Now, where did I put that key?"),
])
String shorthand accepted by queue()/cutscene(): "Name: text" (says a line), "Name(emotion): text", "Name[N]: text" (auto-continues after N seconds), "."/".."/"..." (0.25s/0.5s/1s pauses, doubling per dot), any other string shown via G.show_system_text(). E.cutscene() is additionally skippable via the popochiu-skip input action (default Esc).
Room transitions go through T (new in 2.1) — not the deprecated E.play_transition()/E.queue_play_transition() (still present in 2.1.1 but print a runtime warning):
R.goto_room() plays the project's default transition automatically unless called with use_transition := false.
5. Interactions
Type
Base
Purpose
Prop
PopochiuProp (Area2D)
Visible/interactive scenery — sprite, optional link_to_item, can be a nav obstacle
Hotspot
PopochiuHotspot (Area2D)
Invisible interaction zone (no sprite of its own — e.g. part of the background art)
Region
PopochiuRegion (Area2D)
Trigger area that tints/scales a character on enter/exit; does not receive clicks
Props, Hotspots, and Characters all extend PopochiuClickable and share one virtual lifecycle. Override these underscore-prefixed methods in generated scripts — the engine calls public wrappers (on_click(), etc.) that call these internally, so never override the public wrapper itself:
# prop_key.gd
extends PopochiuProp
func _on_click() -> void:
await C.player.walk_to_clicked()
I.Key.add_as_active()
func _on_item_used(item: PopochiuInventoryItem) -> void:
if item == I.Oil:
await C.player.say("That should stop it squeaking.")
Command-based GUI, at a glance: each shipped GUI template (9 Verb / Sierra / SimpleClick) registers verbs via E.register_command(id, "Display Name", fallback). On click, Popochiu snake_cases the active command and looks for on_<command>() on the clicked object (e.g. on_look_at()) before falling back to _on_click(). Full mechanics — including E.current_command, registering custom commands, and the deprecated E.active_command snippet you may see in older tutorials — are in references/gui.md.
6. Characters & dialog basics
Create characters from the dock; the first one created becomes the Player Character. Say a line with an optional emotion:
await C.player.walk_to_clicked()
await C.player.say("What a mess.", "annoyed")
Emotions map to voice_cues and avatars export arrays (emotion name → audio cue / GUI portrait); say() sets emotion for the duration of the line, then resets it to "".
Dialog trees are PopochiuDialog resources with branching options, per-option conditions, and handler methods — full authoring pattern (including the Array-only turn_on_options()/turn_off_options() gotcha) is in references/dialogs.md.