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dialogic-event
Create a new custom Dialogic 2 event class for RPG gameplay in .dtl timelines
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Create a new custom Dialogic 2 event class for RPG gameplay in .dtl timelines
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
Guided content creation for the QFG adventure game. Use when the user wants to add a new room, quest, NPC, puzzle, or story element. Triggered by /new-content-qfg or when the user describes a content idea like "I want a forest clearing with a witch" or "add a new area to the game".
Generate pixel art assets via Aseprite Lua scripts following the project's art pipeline (palette, sizes, export)
Create a new NPC with character scene, Dialogic character, timeline, sprite art, and room integration
Create a new game room with scene, script, background, hotspots, and RoomManager registration
SOC 職業分類に基づく
| name | dialogic-event |
| description | Create a new custom Dialogic 2 event class for RPG gameplay in .dtl timelines |
Create a new Dialogic 2 custom event. Argument: event name and purpose.
Create the event script at game/scripts/dialogic/<event_name>_event.gd:
DialogicEventclass_name (e.g., class_name StatCheckEvent)_execute() — the event logic_init() — set event_name for the timeline syntax_get_as_text() -> String — serialize to .dtl text format_from_text(string: String) — parse from .dtl text format_is_valid_event(string: String) -> bool — validate .dtl syntaxFollow the timeline syntax convention:
[event_name param="value" other_param=number]
[square_brackets] for the event tagparam="value"param=30param=trueAccess autoloads for game state:
var game_manager = Engine.get_singleton("GameManager") # or get via autoload
var inventory = Engine.get_singleton("Inventory")
Register with Dialogic:
Write a test timeline at game/dialogic/timelines/test_<event_name>.dtl that exercises the new event
| Event | Syntax | Purpose |
|---|---|---|
| StatCheckEvent | [stat_check skill="strength" difficulty=30] | Branch on skill roll |
| SkillGrowthEvent | [skill_growth skill="communication" amount=5] | Increase skill |
| InventoryEvent | [give_item item="tavern_key"] | Add/remove items |
| ClassGateEvent | [class_gate class="thief"] | Show/hide by class |
New events should follow the same patterns for consistency.