Agent skill

Godot Combat System

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and…

LGPL-3.0Auto-check passedGame Development

Install Godot Combat System

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-combat-system -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-combat-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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-combat-system .claude/skills/godot-combat-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-combat-system
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
937 words
Files
14 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and…

  • Works in 4 steps: damage_data.gd — typed DamageData… → health_component.gd — take_damage +… → hitbox_hurtbox.gd / hitbox_component.gd… → …
  • Keywords: Hitbox
  • SKILL.md covers NEVER Do, Golden Path (MANDATORY), Decision Tree and Damage Type Contract (aligned…, plus 3 more sections
  • HealthComponent

What it does

Godot Combat System is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combatstate, combosystem, abilitycooldown, invincibilityframes, damagepopup.

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 15 other files, including scripts and reference files (for example `references/elite-combat-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Keywords: Hitbox
  • HealthComponent
  • Abilitycooldown
  • Invincibilityframes

Example prompts

  • “/godot-combat-system”

Workflow steps

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

  1. damage_data.gd — typed DamageData Resource with enum / flags for damage types (no String elements).
  2. health_component.gd — take_damage + i-frame gate + health_changed / died signals.
  3. hitbox_hurtbox.gd / hitbox_component.gd — Area hit delivery into hurtboxes.
  4. combat_system_patterns.gd — duck-typing, hit-stop, nodeless AoE, frame sync.

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 11 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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 Combat System loads about 3.1k tokens when it runs, and up to ~4.3k if it reads all its reference files. Until then it costs about 105 tokens; SKILL.md has 937 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~105
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.3k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 937 words, ~3,128 tokens.

Download SKILL.mdSave it as .claude/skills/godot-combat-system/SKILL.md (or your agent's skills folder). This skill also uses 13 other files; get the full folder from GitHub.
name
godot-combat-system
description
Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.

NEVER Do

  • NEVER use direct damage references (target.health -= 10) — Bypass armor, resistances, and i-frames. Always DamageData + HealthComponent.take_damage.
  • NEVER forget invincibility frames (i-frames) — Multi-hit shapes otherwise tick every physics frame. Apply a short invuln window after a successful hit.
  • NEVER keep hitboxes active permanently — Enable/disable with AnimationPlayer tracks or timed code; permanent monitoring causes ghost hits.
  • NEVER use groups for physics-based hit filtering — Prefer collision layers/masks (C++ filter). Groups are secondary logic, not the physics gate.
  • NEVER emit damage signals without a DamageData object — Raw numbers lose type, source, knockback, and crit context.
  • NEVER use raw strings for elemental damage types — Use enum / @export_flags bitfields. String "physical" violates this skill’s own contract.
  • NEVER use try/catch to validate targets — GDScript has no exceptions. Use has_method(&"take_damage") / is checks.
  • NEVER hardcode hitstun with OS.delay_msec() — Blocks the OS thread. Use tweens / Engine.time_scale + ignore_time_scale timers.
  • NEVER apply RigidBody impulses in _process() — Use _physics_process / _integrate_forces.
  • NEVER couple UI lifebars inside the Player script — Emit health_changed; HUD listens.
  • NEVER leave CollisionShapes active on dead entities — set_deferred("disabled", true) on death.
  • NEVER scale CollisionShapes non-uniformly — Scale the shape resource (radius, size), not the node transform unevenly.
  • NEVER use instanced Nodes for base combat stats — Prefer Resource / RefCounted containers; duplicate() per instance.
  • NEVER use standard strings for high-frequency state names — Prefer StringName (&"attacking").
  • NEVER forget duplicate() on shared Resource stats — Shared templates = shared health pools.

Golden Path (MANDATORY)

  1. damage_data.gd — typed DamageData Resource with enum / flags for damage types (no String elements).
  2. health_component.gd — take_damage + i-frame gate + health_changed / died signals.
  3. hitbox_hurtbox.gd / hitbox_component.gd — Area hit delivery into hurtboxes.
  4. combat_system_patterns.gd — duck-typing, hit-stop, nodeless AoE, frame sync.

Do NOT re-inline Hitbox/Health/Combo/Ability tutorials in scenes. Route abilities to godot-ability-system; compose components per godot-composition; FSMs via godot-state-machine-advanced.

Decision Tree

TaskLoadDo NOT Load
Define damage payloaddamage_data.gdString damage_type fields
HP + i-frameshealth_component.gdDirect health -= n
Melee/projectile volumeshitbox_hurtbox.gd / hitbox_component.gdPermanent monitoring Areas
AoE / hit-stop / duck-typecombat_system_patterns.gdSpawn temp Areas every tick
Ability cooldowns / skill bargodot-ability-systemInline AbilityManager novels here
Combo buffersgodot-input-handling + state machineEmbedding hit logic in _input

Damage Type Contract (aligned with NEVER)

gdscript
# From damage_data.gd — prefer this shape everywhere
enum DamageType { PHYSICAL = 1, FIRE = 2, ICE = 4, LIGHTNING = 8, POISON = 16 }

@export_flags("Physical", "Fire", "Ice", "Lightning", "Poison")
var damage_types: int = DamageType.PHYSICAL

Hitboxes must pass DamageData (or equivalent AttackData built from the same flags), never "Physical" strings.

Available Scripts

Elite Deltas (keep short)

MANDATORY for telemetry, networked hits, combos, and moved inline tutorials: elite-combat-patterns.md. Do NOT Load for first DamageData + HealthComponent pass.

Reference

Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Areas, layers/masks, Resources, signals, timers, animation hit windows). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.

Show full SKILL.md (428 more words)Show less
Official Documentation
  • Using Area2D — Hitbox/hurtbox combat is Area overlap detection (area_entered / monitoring), not CharacterBody movement queries.
  • Physics introduction — Prefer collision layers/masks for hit filtering; groups are slower and do not replace physics masks for high-frequency combat.
  • Area2D — 2D hit volumes: monitoring/monitorable, area_entered, and layer/mask bits for team/faction filtering.
  • Area3D — 3D HitboxComponent / hurtbox volumes use the same Area overlap model with 3D layers and shapes.
  • CollisionShape2D — Enable/disable attack shapes with set_deferred("disabled", …) so the physics server is not mutated mid-step; never non-uniform-scale the node.
  • PhysicsShapeQueryParameters3D — Nodeless AoE/explosions via intersect_shape on PhysicsDirectSpaceState3D without spawning temporary Area nodes.
  • AnimationPlayer — Drive hitbox active windows from animation tracks (or method calls) so attacks are not permanently monitoring.
  • Resources — Keep DamageData / combat stats as data (Resource / RefCounted), and duplicate() shared templates per instance so enemies do not share one health pool.
  • Using signals — Emit health_changed / died / damage events so HUD and VFX subscribe without coupling lifebars into the player script.
  • SceneTreeTimer — Hit-stop after Engine.time_scale = 0 must use create_timer(..., ignore_time_scale=true) or the thaw timer freezes with the world.
  • Tween — Interruptible hitstun/flash VFX: kill and recreate tweens on consecutive hits instead of stacking parallel flash animations.
  • High-level multiplayer — Authoritative damage: clients request hits; the server validates and confirms via @rpc before applying take_damage.
Prerequisites
  • godot-2d-physics — Area layers/masks, CollisionShape2D deferred disable, and space queries are the physics substrate under hitbox/hurtbox filtering.
  • godot-signal-architecture — Damage, health, and death signals need clear ownership so combat components stay decoupled from UI and AI listeners.
  • godot-composition — Prefer HealthComponent / HitboxComponent children over baking combat into a monolithic Character script.
  • godot-resource-data-patterns — DamageData, elemental flags, and combat stats belong in Resource/RefCounted data with safe duplicate() on spawn.
Complements
  • godot-ability-system — Abilities resolve into this skill’s damage/targeting pipeline; keep ability metadata separate from DamageData.
  • godot-rpg-stats — Armor, resistances, crit chance, and modifier stacks feed take_damage before health is written.
  • godot-animation-player — Attack animations own hitbox enable windows, cancel frames, and recovery locks for combos.
  • godot-state-machine-advanced — IDLE/ATTACKING/BLOCKING/STUNNED combat states belong in a character FSM that gates can_act, not ad-hoc bool soup.
  • godot-input-handling — Combo buffers and attack actions should call into combat/combo systems from the action map rather than embedding hit logic in input callbacks.
Downstream / consumers
  • godot-monte-carlo-balancer — After DamageData, i-frames, cooldowns, and crit curves are tunable, Monte Carlo sims prove DPS/TTK bands before shipping difficulty.
  • godot-multiplayer-networking — Predicted hits, lag compensation, and authority checks build on the DamageData + server-validate RPC split.
  • godot-genre-action-rpg — Action-RPG combat loops assemble hitboxes, abilities, stats, and progression genre glue on top of this skill.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 13 other files (scripts, references) in skills/godot-combat-system of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/elite-combat-patterns.md
  • references/migration-notes.md
  • scripts/combat_logger.gd
  • scripts/combat_state.gd
  • scripts/combat_system_patterns.gd
  • scripts/combo_system.gd
  • scripts/damage_data.gd
  • scripts/damage_popup.gd
  • scripts/health_component.gd
  • scripts/hitbox_component.gd
  • scripts/hitbox_hurtbox.gd
  • scripts/hitbox_visualizer.gd
  • scripts/networked_damage_manager.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Combat System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Combat System compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Combat System this skillthedivergentai/GD-Agentic-Skills821—~3.1kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Combat System

What does Godot Combat System do?

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and…. Godot Combat System is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups.

When should I use Godot Combat System?

Godot Combat System fits situations like: keywords: Hitbox; healthComponent; abilitycooldown; invincibilityframes.

How do I install Godot Combat System in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-combat-system -a claude-code`. Or copy the skill folder (skills/godot-combat-system in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-combat-system in your project. Claude Code loads it when a task matches its description.

How do I install Godot Combat System in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-combat-system -a codex`. Or copy the skill folder (skills/godot-combat-system in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-combat-system in your project. Codex loads it when a task matches its description.

Can I use Godot Combat 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 thedivergentai/GD-Agentic-Skills --skill godot-combat-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-combat-system, .gemini/skills/godot-combat-system, .github/skills/godot-combat-system and .opencode/skills/godot-combat-system in your project.

What does Godot Combat System need to run?

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

Does Godot Combat System access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Combat 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Combat System use?

Godot Combat System is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Combat System use?

About 3.1k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Combat System?

Skills that share tags, products or a category with Godot Combat System: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Combat System?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.