Agent skill

Godot Genre Action Rpg

by thedivergentai in thedivergentai/GD-Agentic-Skills

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Action Rpg

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-action-rpg -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-action-rpg --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-genre-action-rpg .claude/skills/godot-genre-action-rpg && 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-genre-action-rpg
GitHub stars
821
Token cost
~4k tokens
SKILL.md length
1,340 words
Files
28 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item…

  • Works in 3 steps: Paragon / Infinite Scaling Resource → Shader-Based Loot Beams → Stat-Snapshot Combat Logging
  • Keywords: actionrpg
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), Expert Components (scripts/), Core Loop and Skill Chain, plus 3 more sections
  • Abilitycooldown

What it does

Godot Genre Action Rpg is an agent skill from thedivergentai/GD-Agentic-Skills. Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: actionrpg, lootgenerator, rpgstats, skilltree, hitboxcombat, itemaffixes, equipmentslots…

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 29 other files, including scripts and reference files (for example `references/arpg-subsystems-deep.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: actionrpg
  • Abilitycooldown

Example prompts

  • “/godot-genre-action-rpg”

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Paragon / Infinite Scaling Resource
  2. Shader-Based Loot Beams
  3. Stat-Snapshot Combat Logging

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 16 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 Genre Action Rpg loads about 4k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 143 tokens; SKILL.md has 1,340 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~143
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.5k

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). 1,340 words, ~3,980 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-action-rpg/SKILL.md (or your agent's skills folder). This skill also uses 27 other files; get the full folder from GitHub.
name
godot-genre-action-rpg
description
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.

NEVER Do (Expert Anti-Patterns)

Combat & Progression
  • NEVER use linear damage scaling for progression; strictly use an exponential curve (e.g., base * pow(1.15, level)) to maintain the power fantasy.
  • NEVER allow defense stats to stack linearly to 100%; strictly use a Diminishing Returns formula (e.g., armor / (armor + 100.0)) to prevent invincibility.
  • NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat.
  • NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.).
  • NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues.
  • NEVER calculate hitboxes, knockbacks, or combat movement in _process(); strictly use _physics_process() for deterministic results.
  • NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use is_equal_approx().
  • NEVER use the ! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (is_walking == false).
Technical & Architecture
  • NEVER store character stats or massive inventories as Nodes; strictly use Resource-based data containers for lightweight memory overhead.
  • NEVER forget to call duplicate() on shared Resources; modifying one goblin's stats must not affect all other instances.
  • NEVER rigidly couple combat detection to specific classes; strictly use Duck-Typing (e.g., if body.has_method(&"take_damage")) for interaction.
  • NEVER rely on the UI SceneTree as the source of truth for inventory; strictly separate data logic from visualization.
  • NEVER recalculate stats every frame; strictly trigger recalculation only on gear changes or level-ups.
  • NEVER parse massive RPG save files synchronously; strictly offload heavy parsing to the WorkerThreadPool.
  • NEVER synchronize complex Resource types over the network; strictly serialize changes into primitive Dictionaries or PackedByteArrays.
  • NEVER manage character state by coupling child nodes to parent existence; strictly use signals for loose coupling ("Signal Up, Call Down").
  • NEVER use standard Strings for high-frequency AI state identifiers; strictly use StringName for optimized hash comparisons.
Performance & AI
  • NEVER instantiate/destroy hundreds of objects (projectiles, damage text) per second; strictly use Object Pooling.
  • NEVER delete active combat entities via free(); strictly use queue_free() for safe deferred disposal.
  • NEVER calculate complex loot drops or parse massive late-game inventories on the main thread; strictly offload heavy RNG rolls and array iterations to the WorkerThreadPool.
  • NEVER use nested if/elif blocks for complex Boss AI; strictly use a modular StateMachine or pattern matching.
  • NEVER iterate through the SceneTree for global state changes; strictly use Signal Groups (call_group()).
  • NEVER move OccluderInstance3D nodes attached to dynamic characters; this causes CPU BVH rebuild stalls.

Expert Components (scripts/)

MANDATORY: Read the script for the decision below before inventing a CombatController/RPGStats tutorial inline. Do NOT Load peer genre skills (platformer, racing, etc.) or full inventory/ability deep-dives unless the Skill Chain row requires them — stay on ARPG combat/loot/progression paths.

Combat & Hit Resolve
Stats & Progression
AI / Animation / Inventory Perf

Core Loop

Combat → Loot → Level Up → Build Power → Challenge Harder Content → Repeat

Skill Chain

godot-project-foundations → godot-characterbody-2d → godot-combat-system → godot-rpg-stats → godot-inventory-system → godot-ability-system → godot-quest-system → godot-economy-system → godot-save-load-systems → godot-monte-carlo-balancer

Decision Trees (no class dumps)

ProblemDecisionScript / peer
Melee / projectile contactArea hitbox frames in _physics_processhitbox_component + duck_typed_hitbox
Armor stacking feels brokenDiminishing returns, not linear %stat_reduction_solver
Damage numbers hitchPool labelsdamage_label_manager
Shared goblin HP mutates allDeep duplicate Resources at instancedeep/entity_stat_duplicator
Boss nested if/elifHierarchical FSM + telegraphshierarchical_state_base + telegraphed_enemy
AoE costs too muchPhysicsServer queries / groupsaoe_physics_query / aoe_group_broadcaster
Late-game bag parse hitchWorkerThreadPoolthreaded_inventory_loader
AnimationTree flip flopsExplicit bool Advance Conditionsanimation_condition_sync
Full loot affix / bag UIDo NOT re-teach heregodot-inventory-system
Hotbar abilities / manaDo NOT re-teach heregodot-ability-system
Modifier stacks / curvesDo NOT re-teach heregodot-rpg-stats
Architecture Overview (composition)

Prefer Health/Hitbox child components (godot-composition) over BaseEnemy inheritance. UI observes signals; inventory Resources are truth — never the HUD tree.

Common Pitfalls (short)
  • Floaty combat → add hit recovery/stagger.
  • Identical loot → rarity beams + SFX (RenderingServer per-instance params OK).
  • Frame-rate combat → _physics_process only for hit resolve.

MANDATORY for combat/loot/equipment/area-scaling depth beyond decision trees: arpg-subsystems-deep.md. Do NOT Load for first-pass hitbox + stats wiring — use scripts above.

Advanced ARPG Meta-Systems

1. Paragon / Infinite Scaling Resource

Keep post-cap power in a duplicated Resource; emit emit_changed() on level; never mutate the cached template.

2. Shader-Based Loot Beams

Pass rarity color via RenderingServer.instance_geometry_set_shader_parameter on a shared shader — avoid material duplicate() storms.

Show full SKILL.md (542 more words)Show less
3. Stat-Snapshot Combat Logging

Buffer Dictionary snapshots; flush periodically to user:// (never res://).

Reference

Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Resources, Area/physics queries, signals/groups, AnimationTree, WorkerThreadPool, save). Open Related Skills when wiring combat, stats, inventory, abilities, or balance—do not preload the whole lattice.

Official Documentation
  • Resources — ARPG stats, loot affixes, leveling tables, and equipment templates belong in Resource assets so designers can author .tres data without rewriting combat code.
  • Resource — Always duplicate(true) shared stat/loot templates at spawn so one goblin’s HP or inventory mutation cannot rewrite every instance’s .tres.
  • GDScript exports — @export / typed Dictionaries drive Inspector-tuned damage, resistances, XP curves, and gear slots that balance without recompiling scripts.
  • Using Area2D — Hitbox/hurtbox overlap signals are the engine baseline for real-time melee and projectile contact detection.
  • Ray-casting — Direct space-state shape/ray queries power high-entity-count AoE and line checks without spawning a Node per blast.
  • Idle and Physics Processing — Resolve hitboxes, knockback, telegraphs, and chase ticks in _physics_process for fixed-delta combat determinism.
  • Using signals — Combat logs, XP grants, boss phases, and HUD damage floats should subscribe to signals instead of hard-referencing fighters.
  • Groups — Faction aggro and AoE damage should call_group / call_group_flags rather than walking the SceneTree every frame.
  • Scene organization — Keep “signals up, calls down”: parents/UI observe combat; managers call into hitboxes and state nodes—never treat the HUD as inventory truth.
  • Using AnimationTree — Sync attack/move Advance Conditions with explicit booleans (no ! in expressions) so combo and stagger states stay reliable.
  • WorkerThreadPool — Parse large late-game inventories, loot rolls, and save blobs off the main thread so combat stays at 60 FPS.
  • Saving games — Persist level, gear, skill ranks, and cooldown end timestamps with the rest of progression—never write runtime logs to res://.
Prerequisites
  • godot-project-foundations — Autoloads, folder layout, and input/project settings must be solid before stacking combat, inventory, and save systems for an ARPG.
  • godot-characterbody-2d — Player/enemy locomotion and move_and_slide are the movement substrate under hit recovery, chase, and attack wind-ups.
  • godot-resource-data-patterns — Stats, affixes, and leveling curves are Resource-first; load this before inventing Node-heavy character sheets.
  • godot-signal-architecture — Combat buses, health_changed, and loot pickup events need clear signal ownership so UI/logs never own combat truth.
Complements
  • godot-combat-system — Damage pipelines, hit reactions, and targeting consume hitbox/hurtbox events this genre skill wires into builds and loot.
  • godot-rpg-stats — Exponential damage curves, diminishing armor, and modifier stacks need a dedicated stats/modifier layer.
  • godot-inventory-system — Equipment slots, rarity tiers, and affix rolls live in inventory data separate from the SceneTree HUD.
  • godot-ability-system — Cooldowns, mana costs, and skill-tree grants compose with combat hit resolve for hotbar ARPGs.
  • godot-composition — Prefer HealthComponent / HitboxComponent children over deep BaseEnemy inheritance for modular RPG units.
  • godot-state-machine-advanced — Boss telegraphs, stagger, and cast/channel states belong in hierarchical FSMs, not nested if/elif AI.
Downstream / consumers
  • godot-monte-carlo-balancer — After damage curves, loot rarities, and ability costs are tunable, Monte Carlo loadout sims prove DPS/TTK bands before shipping.
  • godot-quest-system — Kill/collect/boss-phase objectives consume the same combat and inventory events this genre loop emits.
  • godot-economy-system — Vendor pricing and sink/source loops sit on top of loot rarity and crafting once drops are stable.
  • godot-save-load-systems — Character builds, gear, and skill ranks must round-trip through a durable save schema for long ARPG sessions.
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 27 other files (scripts, references) in skills/godot-genre-action-rpg of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/arpg-subsystems-deep.md
  • references/migration-notes.md
  • scripts/animation_condition_sync.gd
  • scripts/aoe_group_broadcaster.gd
  • scripts/aoe_physics_query.gd
  • scripts/base_stat_resource.gd
  • scripts/character_stats_resource.gd
  • scripts/combat_damage_calculator.gd
  • scripts/combat_event_bus.gd
  • scripts/combat_log_connector.gd
  • scripts/cooldown_coroutine.gd
  • scripts/damage_label_manager.gd
  • scripts/deep_stat_duplicator.gd
  • scripts/duck_typed_hitbox.gd
  • scripts/enemy_area_scaler.gd
  • scripts/entity_stat_duplicator.gd
  • scripts/health_component.gd
  • scripts/hierarchical_state_base.gd
  • … and 9 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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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 Genre Action Rpg

What does Godot Genre Action Rpg do?

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item…. Godot Genre Action Rpg is an agent skill from thedivergentai/GD-Agentic-Skills. Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE).

When should I use Godot Genre Action Rpg?

Godot Genre Action Rpg fits situations like: keywords: actionrpg; abilitycooldown.

How do I install Godot Genre Action Rpg in Claude Code?

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

How do I install Godot Genre Action Rpg in Codex?

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

Can I use Godot Genre Action Rpg 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-genre-action-rpg -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-genre-action-rpg, .gemini/skills/godot-genre-action-rpg, .github/skills/godot-genre-action-rpg and .opencode/skills/godot-genre-action-rpg in your project.

What does Godot Genre Action Rpg need to run?

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

Does Godot Genre Action Rpg 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 Genre Action Rpg 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 Genre Action Rpg use?

Godot Genre Action Rpg 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 Genre Action Rpg use?

About 4k tokens (SKILL.md is roughly 16k 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 1.6k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Action Rpg?

Skills that share tags, products or a category with Godot Genre Action Rpg: 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 Genre Action Rpg?

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.