Agent skill

Godot Buff System

by 925236118 in 925236118/AlphaAgent

Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。

MITAuto-check passedGame Development

Install Godot Buff System

skills CLI
$ npx skills add 925236118/AlphaAgent --skill godot-buff-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install 925236118/AlphaAgent godot-buff-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-buff-system .claude/skills/godot-buff-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-buff-system
GitHub stars
103
Token cost
~3.4k tokens
SKILL.md length
66 words
Files
1
Skills in repo
17
Repo updated
First seen
Licence
MIT

At a glance

Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。

  • Works in 6 steps: Resource存储静态数据 - BuffData作为Resource便于编辑器配置 → Component管理运行时 - BuffComponent统一管理生命周期 → 使用RefCounted - BuffStack继承RefCounted自动管理内存 → …
  • Tasks that involve Game development
  • SKILL.md covers 何时使用此技能, 架构设计, Buff数据结构 and 效果执行机制, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Buff System is an agent skill from 925236118/AlphaAgent. Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。

Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: 为Godot引擎编辑器开发的Ai Agent插件. The licence is MIT.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “/godot-buff-system”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Resource存储静态数据 - BuffData作为Resource便于编辑器配置
  2. Component管理运行时 - BuffComponent统一管理生命周期
  3. 使用RefCounted - BuffStack继承RefCounted自动管理内存
  4. 优先级处理 - 高优先级Buff先执行
  5. 循环池化 - 避免频繁创建Timer节点
  6. 信号解耦 - UI通过信号监听变化,不直接查询

What it can do on your machine

Read from SKILL.md and the folder at commit ed0da30. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Buff System loads about 3.4k tokens when it runs. Until then it costs about 21 tokens; SKILL.md has 66 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~21
When it runs · the whole SKILL.md, loaded when a task matches
~3.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from 925236118/AlphaAgent at commit ed0da30, republished under its MIT licence (© 925236118). 66 words, ~3,418 tokens.

Download SKILL.mdSave it as .claude/skills/godot-buff-system/SKILL.md (or your agent's skills folder).
name
godot-buff-system
description
Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。

Godot 4 Buff系统

完整的Buff/状态效果系统,支持增益和减益效果、持续时间、循环触发、层叠管理等。

何时使用此技能

  • 实现游戏状态效果系统
  • 玩家/敌人增益减益管理
  • DOT/AOE持续伤害
  • 护盾、回复、加速等效果

架构设计

Resource + Component 架构
Buff系统
├── Buff Resource(数据层)
│   ├── BuffData - Buff定义数据
│   └── BuffStack - 运行时Buff实例
├── BuffComponent(逻辑层)
│   ├── BuffStore - Buff注册中心
│   └── BuffTimer - 时间管理
└── BuffEffect(效果层)
    └── 各种效果实现
分层职责
  • BuffData: 定义Buff的静态属性(名称、持续时间、效果类型等)
  • BuffStack: 管理Buff实例的运行时状态(当前层数、剩余时间等)
  • BuffComponent: 挂在目标身上,执行Buff逻辑

Buff数据结构

BuffData Buff定义资源
gdscript
# buff_data.gd
class_name BuffData
extends Resource

## Buff唯一标识符
@export var id: StringName

## Buff显示名称
@export var buff_name: String

## Buff描述
@export_multiline var description: String

## Buff图标
@export var icon: Texture2D

## 持续时间(秒),0表示永久
@export var duration: float = 0.0

## 循环间隔(秒),0表示不循环
@export var tick_interval: float = 0.0

## 最大层数
@export var max_stack: int = 1

## 层叠方式
@export_enum("None", "Duration", "Intensity", "Both") var stack_type: int = 0

## 效果类型
@export_enum("Beneficial", "Harmful", "Neutral") var buff_type: int = 0

## 是否可以被驱散
@export var can_be_dispelled: bool = true

## 是否显示在UI上
@export var show_in_ui: bool = true

## 效果生效时调用
@export var effect_script: GDScript

## Buff优先级(高优先级先执行)
@export var priority: int = 0
BuffStack Buff实例
gdscript
# buff_stack.gd
class_name BuffStack
extends RefCounted

## 所属的Buff数据
var buff_data: BuffData

## 当前层数
var current_stack: int = 1

## 剩余时间
var remaining_time: float

## 是否正在运行
var is_active: bool = false

## 父节点(BuffComponent持有者)
var owner_node: Node

## 内部计时器
var _tick_timer: float = 0.0

signal stack_changed(new_stack: int)
signal buff_ended(buff_id: StringName)
signal tick_elapsed

func _init(data: BuffData, owner: Node) -> void:
    buff_data = data
    owner_node = owner
    remaining_time = data.duration
    _tick_timer = data.tick_interval

func start() -> void:
    is_active = true
    _apply_effect()

func stop() -> void:
    is_active = false
    _remove_effect()
    buff_ended.emit(buff_data.id)

func update(delta: float) -> bool:
    if not is_active:
        return false
    
    # 更新剩余时间
    remaining_time -= delta
    
    # 循环效果
    if buff_data.tick_interval > 0:
        _tick_timer -= delta
        if _tick_timer <= 0:
            _tick_timer = buff_data.tick_interval
            _on_tick()
            tick_elapsed.emit()
    
    # 永久Buff
    if buff_data.duration <= 0:
        return true
    
    # 时间到则结束
    if remaining_time <= 0:
        stop()
        return false
    
    return true

func add_stack(amount: int = 1) -> void:
    var new_stack := mini(current_stack + amount, buff_data.max_stack)
    
    match buff_data.stack_type:
        1: # Duration - 刷新持续时间
            remaining_time = buff_data.duration
        2: # Intensity - 增加层数
            current_stack = new_stack
            _apply_effect()  # 重新应用效果
        3: # Both - 刷新时间并增加层数
            remaining_time = buff_data.duration
            current_stack = new_stack
            _apply_effect()
        _:
            current_stack = new_stack
    
    stack_changed.emit(current_stack)

func _apply_effect() -> void:
    if buff_data.effect_script:
        # 执行效果脚本
        pass

func _remove_effect() -> void:
    if buff_data.effect_script:
        # 移除效果脚本
        pass

func _on_tick() -> void:
    # 每次循环时调用
    pass

func get_time_percent() -> float:
    if buff_data.duration <= 0:
        return 1.0
    return remaining_time / buff_data.duration

效果执行机制

BuffStore 注册中心
gdscript
# buff_store.gd
class_name BuffStore
extends Node

## 注册所有可用的Buff
@export var registered_buffs: Array[BuffData]

## 全局Buff字典
var _buff_registry: Dictionary = {}

func _ready() -> void:
    _register_all_buffs()

func _register_all_buffs() -> void:
    for buff in registered_buffs:
        _buff_registry[buff.id] = buff

func get_buff_data(buff_id: StringName) -> BuffData:
    return _buff_registry.get(buff_id)

func create_buff_stack(buff_id: StringName, owner: Node) -> BuffStack:
    var data := get_buff_data(buff_id)
    if data == null:
        push_error("Buff not found: ", buff_id)
        return null
    
    var stack := BuffStack.new(data, owner)
    return stack
BuffComponent Buff组件
gdscript
# buff_component.gd
class_name BuffComponent
extends Node

## 信号:Buff被添加
signal buff_added(buff_id: StringName, stack: BuffStack)

## 信号:Buff被移除
signal buff_removed(buff_id: StringName)

## 信号:Buff层数变化
signal buff_stack_changed(buff_id: StringName, new_stack: int)

## 信号:Buff刷新
signal buff_refreshed(buff_id: StringName)

## 活跃的Buff字典
var active_buffs: Dictionary = {}

## 父节点引用
var _owner: Node

func _ready() -> void:
    _owner = get_parent()

func _process(delta: float) -> void:
    _update_buffs(delta)

func _update_buffs(delta: float) -> void:
    var to_remove: Array[StringName] = []
    
    for buff_id in active_buffs.keys():
        var stack: BuffStack = active_buffs[buff_id]
        if not stack.update(delta):
            to_remove.append(buff_id)
    
    for buff_id in to_remove:
        _remove_buff(buff_id)

## 添加Buff
func add_buff(buff_id: StringName, duration: float = -1) -> BuffStack:
    # 检查是否已存在
    if active_buffs.has(buff_id):
        var existing: BuffStack = active_buffs[buff_id]
        existing.add_stack(1)
        if duration > 0:
            existing.remaining_time = duration
        buff_refreshed.emit(buff_id)
        return existing
    
    # 创建新Buff
    var stack := BuffStore.create_buff_stack(buff_id, _owner)
    if stack == null:
        return null
    
    if duration > 0:
        stack.buff_data.duration = duration
    
    active_buffs[buff_id] = stack
    stack.start()
    
    buff_added.emit(buff_id, stack)
    return stack

## 移除Buff
func remove_buff(buff_id: StringName) -> bool:
    if not active_buffs.has(buff_id):
        return false
    
    var stack: BuffStack = active_buffs[buff_id]
    stack.stop()
    active_buffs.erase(buff_id)
    
    buff_removed.emit(buff_id)
    return true

## 清除所有指定类型的Buff
func remove_buffs_by_type(buff_type: int) -> void:
    var to_remove: Array[StringName] = []
    
    for buff_id in active_buffs.keys():
        var stack: BuffStack = active_buffs[buff_id]
        if stack.buff_data.buff_type == buff_type:
            to_remove.append(buff_id)
    
    for buff_id in to_remove:
        remove_buff(buff_id)

## 清除所有可驱散的减益Buff
func dispel_harmful() -> int:
    var count := 0
    var to_remove: Array[StringName] = []
    
    for buff_id in active_buffs.keys():
        var stack: BuffStack = active_buffs[buff_id]
        if stack.buff_data.buff_type == 1 and stack.buff_data.can_be_dispelled:  # Harmful
            to_remove.append(buff_id)
    
    for buff_id in to_remove:
        remove_buff(buff_id)
        count += 1
    
    return count

## 获取当前层数
func get_buff_stack(buff_id: StringName) -> int:
    if active_buffs.has(buff_id):
        return active_buffs[buff_id].current_stack
    return 0

## 是否有指定Buff
func has_buff(buff_id: StringName) -> bool:
    return active_buffs.has(buff_id)

## 获取所有活跃Buff
func get_all_buffs() -> Array[BuffStack]:
    return active_buffs.values()

## 获取指定类型的Buff
func get_buffs_by_type(buff_type: int) -> Array[BuffStack]:
    var result: Array[BuffStack] = []
    for stack in active_buffs.values():
        if stack.buff_data.buff_type == buff_type:
            result.append(stack)
    return result

时间机制

持续时间处理
gdscript
# 持续时间逻辑
func update(delta: float) -> bool:
    remaining_time -= delta
    if remaining_time <= 0:
        stop()
        return false
    return true
循环触发机制
gdscript
# 循环效果示例 - 持续伤害
class_name DOTBuffStack
extends BuffStack

var damage_per_tick: float

func _init(data: BuffData, owner: Node, damage: float):
    super(data, owner)
    damage_per_tick = damage

func _on_tick() -> void:
    if owner_node.has_method("take_damage"):
        owner_node.take_damage(damage_per_tick * current_stack)
定时器管理
gdscript
# buff_timer_manager.gd
class_name BuffTimerManager
extends Node

## 全局定时器管理,避免每个Buff单独创建Timer
var _timers: Dictionary = {}

func add_timer(buff_id: StringName, interval: float, callback: Callable) -> void:
    if _timers.has(buff_id):
        return
    
    var timer := Timer.new()
    timer.wait_time = interval
    timer.autostart = true
    timer.timeout.connect(callback)
    add_child(timer)
    _timers[buff_id] = timer

func remove_timer(buff_id: StringName) -> void:
    if _timers.has(buff_id):
        var timer: Timer = _timers[buff_id]
        timer.stop()
        timer.queue_free()
        _timers.erase(buff_id)

func clear_all() -> void:
    for timer in _timers.values():
        timer.stop()
        timer.queue_free()
    _timers.clear()

移除机制

手动移除
gdscript
func remove_buff(buff_id: StringName) -> bool:
    if not active_buffs.has(buff_id):
        return false
    
    var stack: BuffStack = active_buffs[buff_id]
    stack.stop()
    active_buffs.erase(buff_id)
    
    return true
条件移除
gdscript
# 特定条件触发移除
func check_removal_conditions() -> void:
    for buff_id in active_buffs.keys():
        var stack: BuffStack = active_buffs[buff_id]
        
        # 示例:生命值低于阈值移除增益
        if stack.buff_data.buff_type == 0:  # Beneficial
            if _owner.health < 10:
                remove_buff(buff_id)
死亡移除
gdscript
# 死亡时清除减益
func _on_owner_died() -> void:
    remove_buffs_by_type(1)  # Harmful buffs

实际效果实现示例

护盾效果
gdscript
# shield_buff.gd
class_name ShieldBuffData
extends BuffData

@export var shield_amount: float = 50.0

func _init():
    super()
    buff_name = "护盾"
    description = "获得临时护盾,吸收伤害"
    duration = 10.0
    buff_type = 0  # Beneficial
gdscript
# shield_effect.gd
class_name ShieldEffect
extends Node

var shield_component: Node
var shield_amount: float

func apply(target: Node, amount: float) -> void:
    if target.has_node("ShieldComponent"):
        shield_component = target.get_node("ShieldComponent")
    else:
        shield_component = Node.new()
        shield_component.set_script(load("res://shield_component.gd"))
        target.add_child(shield_component)
    
    shield_component.add_shield(amount)

func remove(target: Node) -> void:
    if target.has_node("ShieldComponent"):
        target.get_node("ShieldComponent").clear_shield()
攻击加速效果
gdscript
# attack_speed_buff.gd
class_name AttackSpeedBuffData
extends BuffData

@export var speed_multiplier: float = 1.5

func _init():
    super()
    buff_name = "攻击加速"
    description = "攻击速度提升50%"
    duration = 5.0
    buff_type = 0  # Beneficial
    max_stack = 3
    stack_type = 2  # Intensity
持续伤害效果
gdscript
# dot_buff.gd
class_name DOTBuffData
extends BuffData

@export var damage_per_tick: float = 5.0
@export var tick_interval: float = 1.0

func _init():
    super()
    buff_name = "灼烧"
    description = "每秒受到伤害"
    duration = 5.0
    tick_interval = 1.0
    buff_type = 1  # Harmful
gdscript
# dot_buff_stack.gd
class_name DOTBuffStack
extends BuffStack

var damage_per_tick: float

func _init(data: BuffData, owner: Node, damage: float):
    super(data, owner)
    damage_per_tick = damage

func _on_tick() -> void:
    if owner_node.has_method("take_damage"):
        owner_node.take_damage(damage_per_tick * current_stack)

使用示例

玩家角色
gdscript
# player.gd
extends CharacterBody2D

@export var buff_component: BuffComponent

func take_damage(amount: float) -> void:
    # 检查护盾
    if has_node("ShieldComponent"):
        var shield: Node = get_node("ShieldComponent")
        amount = shield.absorb(amount)
    
    _health -= amount
    
    if _health <= 0:
        die()

func _ready() -> void:
    buff_component = BuffComponent.new()
    add_child(buff_component)

func apply_poison() -> void:
    var poison_data := BuffStore.get_buff_data("poison")
    if poison_data:
        buff_component.add_buff("poison")
应用Buff
gdscript
# 使用示例
func use_item(item: InventoryItem) -> void:
    match item.id:
        "health_potion":
            player.buff_component.add_buff("healing", 5.0)
        "speed_boost":
            player.buff_component.add_buff("speed_up", 10.0)

UI集成

Buff图标显示
gdscript
# buff_icon_ui.gd
class_name BuffIconUI
extends Control

@export var icon_texture: TextureRect
@export var time_label: Label
@export var stack_label: Label
@export var duration_bar: ProgressBar

var buff_stack: BuffStack

func set_buff(stack: BuffStack) -> void:
    buff_stack = stack
    _update_display()
    
    stack.stack_changed.connect(_on_stack_changed)
    stack.buff_ended.connect(_on_buff_ended)

func _update_display() -> void:
    if buff_stack == null:
        return
    
    icon_texture.texture = buff_stack.buff_data.icon
    
    if buff_stack.buff_data.duration > 0:
        time_label.text = "%.1f" % buff_stack.remaining_time
        duration_bar.value = buff_stack.get_time_percent() * 100
    
    if buff_stack.current_stack > 1:
        stack_label.text = "x%d" % buff_stack.current_stack
        stack_label.visible = true

func _on_stack_changed(new_stack: int) -> void:
    stack_label.text = "x%d" % new_stack

func _on_buff_ended(_buff_id: StringName) -> void:
    queue_free()

最佳实践

  1. Resource存储静态数据 - BuffData作为Resource便于编辑器配置
  2. Component管理运行时 - BuffComponent统一管理生命周期
  3. 使用RefCounted - BuffStack继承RefCounted自动管理内存
  4. 优先级处理 - 高优先级Buff先执行
  5. 循环池化 - 避免频繁创建Timer节点
  6. 信号解耦 - UI通过信号监听变化,不直接查询

© 925236118, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in addons/agent/skills/default_skills/godot-buff-system of 925236118/AlphaAgent.

Open the folder on GitHubat commit ed0da30

Compare with similar skills

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MCP DriverRandallLiuXin/GodotMaker5501 repos~1.1kAutomated safety check: PassCustom licence

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    Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…

    387 GitHub starsUsed in 1 repo~2.2k tokens
    Game DevelopmentAuto-check passed

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  • Godot Gdscript Patterns

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    Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.

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  • Godot Tscn Format

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    Godot 4.x .tscn 场景文件纯文本格式规范与 AI 操作指南 — 文件结构、资源引用、 Transform 变换、属性值格式、信号连接,以及 AI 直接读写 .tscn 文件的操作方法。

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  • Godot Autoload Patterns

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    Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信. An agent skill from 925236118/AlphaAgent.

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  • Godot Building System

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    Godot 4 建造系统实现,包含GridMap方块管理、第一人称视角、射线交互. An agent skill from 925236118/AlphaAgent.

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  • Godot Ecs Component

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    Godot 4 ECS实体组件系统模式,包含组件化设计、数据与逻辑分离、组件通信. An agent skill from 925236118/AlphaAgent.

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  • Godot Farming System

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    Godot 4 种植系统设计,包含植物数据结构、生长阶段、浇水机制、TileMap应用. An agent skill from 925236118/AlphaAgent.

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Works with

Questions about Godot Buff System

What does Godot Buff System do?

Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。. Godot Buff System is an agent skill from 925236118/AlphaAgent.

When should I use Godot Buff System?

Godot Buff System fits situations like: tasks that involve Game development.

How do I install Godot Buff System in Claude Code?

Run `npx skills add 925236118/AlphaAgent --skill godot-buff-system -a claude-code`. Or copy the skill folder (addons/agent/skills/default_skills/godot-buff-system in 925236118/AlphaAgent) into .claude/skills/godot-buff-system in your project. Claude Code loads it when a task matches its description.

How do I install Godot Buff System in Codex?

Run `npx skills add 925236118/AlphaAgent --skill godot-buff-system -a codex`. Or copy the skill folder (addons/agent/skills/default_skills/godot-buff-system in 925236118/AlphaAgent) into .agents/skills/godot-buff-system in your project. Codex loads it when a task matches its description.

Can I use Godot Buff System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 925236118/AlphaAgent --skill godot-buff-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-buff-system, .gemini/skills/godot-buff-system, .github/skills/godot-buff-system and .opencode/skills/godot-buff-system in your project.

What does Godot Buff System need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Buff System is instructions for the agent only.

Does Godot Buff System access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot Buff System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot Buff System use?

Godot Buff System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Buff System use?

About 3.4k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Godot Buff System?

Skills that share tags, products or a category with Godot Buff System: 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars), Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars) and AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Buff System?

925236118 (a GitHub user) maintains it in 925236118/AlphaAgent, which has 103 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on October 8, 2026.

Source: 925236118/AlphaAgent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.