Agent skill

Godot Genre Moba

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Moba

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-moba --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-moba .claude/skills/godot-genre-moba && 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-moba
GitHub stars
821
Token cost
~5.1k tokens
SKILL.md length
1,567 words
Files
21 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style…

  • Works in 7 steps: Lane / Minion Waves (authoritative) → Tower Aggro Logic → Fog of War → …
  • Competitive 5v5
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), Decision Tree: Solo prototype…, 🛠 Expert Components (scripts/) and Core Loop, plus 7 more sections
  • Abilitycooldowns

What it does

Godot Genre Moba is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lanemanager, minionwaves, toweraggro, clicktomove, abilitycooldowns, fogofwar, comebackmechanics.

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 22 other files, including scripts and reference files (for example `references/migration-notes.md` and `references/moba-meta-systems-deep.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

  • Competitive 5v5
  • Abilitycooldowns
  • Comebackmechanics

Example prompts

  • “/godot-genre-moba”

Workflow steps

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

  1. Lane / Minion Waves (authoritative)
  2. Tower Aggro Logic
  3. Fog of War
  4. Skill-Shot Ability Cycle
  5. Match Replay System (Binary Serialization)
  6. Networked Interpolated Sync
  7. Jungle-AI (Camp Leashing)

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 Moba loads about 5.1k tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 133 tokens; SKILL.md has 1,567 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~133
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.4k

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); 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). 1,567 words, ~5,058 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-moba/SKILL.md (or your agent's skills folder). This skill also uses 20 other files; get the full folder from GitHub.
name
godot-genre-moba
description
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

NEVER Do (Expert Anti-Patterns)

Networking & Authority
  • NEVER trust the client for damage calculation or resource costs; strictly validate mana, ranges, and hit detection on the authoritative server using multiplayer.is_server().
  • NEVER use TRANSFER_MODE_RELIABLE for continuous movement; strictly use UNRELIABLE or UNRELIABLE_ORDERED for position/velocity to prevent network congestion.
  • NEVER sync units at 60Hz; strictly use a lower tick rate (10-20Hz) via MultiplayerSynchronizer and implement Interp/Client-Side Prediction for visual smoothness.
  • NEVER attach individual synchronizers to hundreds of minions; strictly batch state updates into compressed byte arrays via a central manager.
  • NEVER synchronize complex Engine objects directly; strictly serialize state into primitive properties or Dictionaries for reliable peer-to-peer sync.
AI & Pathfinding
  • NEVER use expensive pathfinding for all minions every frame; strictly use Time Slicing to spread get_next_path_position() calls across multiple frames.
  • NEVER query NavigationAgent paths inside _process(); strictly use _physics_process() to interact with the navigation server and avoidance systems.
  • NEVER use complex visual geometry for NavMesh baking; parse simple primitives to avoid stalling the RenderingServer or crashing the engine.
  • NEVER set path_search_max_polygons too low in large maps; agents will stop or walk incorrectly if the limit is reached before the destination.
  • NEVER use Area2D for high-performance Fog of War LOS; strictly use nodeless physics queries (intersect_ray) to bypass node overhead.
Gameplay & Balancing
  • NEVER forget Tower "Dive" protection; towers MUST switch targets immediately if an enemy Hero damages an allied Hero within range (Priority: Hero attacking Ally > Minion > Hero).
  • NEVER allow "Snowballing" without counter-play; strictly implement Comeback Mechanisms (Kill Bounties, Catch-up XP) to maintain competitive tension.
  • NEVER manage hero stats as standard Node variables; strictly use custom Resource scripts for data separation and memory efficiency.
  • NEVER forget to call duplicate(true) on shared ability Resources; modifying a buff on a shared resource will affect all heroes globally.
Technical & Performance
  • NEVER use standard strings for status checks (e.g., "stunned"); strictly use StringName (&"stunned") for pointer-speed comparisons.
  • NEVER loop over massive Fog of War grids with floats; strictly use Vector2i and TileMapLayer to prevent precision jitter.
  • NEVER execute heavy world/minimap logic on the main thread; strictly offload complex array math to WorkerThreadPool to maintain 60+ FPS.
  • NEVER rigidly couple UI cooldowns to Hero scripts; strictly use a Signal Bus or Callable bindings for decoupled architecture.
  • NEVER evaluate exact floating-point equality (==); strictly use is_equal_approx() for range, cooldown, and mana validations.

Decision Tree: Solo prototype vs authoritative 5v5

GoalLoad firstSkip / defer
Solo lane prototype (1 hero, local waves, no peers)tower_priority_aggro.gd, weighted_target_selector.gd, skill_shot_indicator.gd, hero_state_machine.gdserver_minion_sync, full fog grid, prediction
Authoritative 5v5 (dedicated/listen server)server_minion_sync.gd, synced_ability_controller.gd, fog_visibility_check.gd + fog_grid_mask.gd, minion_worker_pathfinder.gdClient-trusted damage, per-minion MultiplayerSynchronizer
Peer skillgodot-multiplayer-networking, godot-navigation-pathfinding, godot-ability-systemInventing a second networking stack inside this genre skill

🛠 Expert Components (scripts/)

Original Expert Patterns
  • skill_shot_indicator.gd - Mouse-driven targeting system for range, width, and direction visualization.
  • tower_priority_aggro.gd - Advanced AI for defensive towers following competitive priority rules. MANDATORY for tower dive/priority.
Modular Components

Core Loop

  1. Lane: Player farms minions for gold/XP in a designated lane.
  2. Trade: Player exchanges damage with opponent hero.
  3. Gank: Player roams to other lanes to surprise enemies.
  4. Push: Team destroys towers to open the map.
  5. End: Destroy the enemy Core/Nexus.

Skill Chain

PhaseSkillsPurpose
1. Controlrts-controlsRight-click to move, A-move, Stop
2. AIgodot-navigation-pathfindingMinion waves, Tower aggro logic
3. Combatgodot-ability-system, godot-rpg-statsQWER abilities, cooldowns, scaling
4. Networkgodot-multiplayer-networkingAuthority, lag compensation, prediction
5. Mapgodot-3d-world-buildingLanes, Jungle, River, Bases
6. Balancegodot-monte-carlo-balancerHero/asymmetry matrix (not sole AFK→pro)

Architecture Overview

1. Lane / Minion Waves (authoritative)

Do not invent inline lane_manager / minion_ai samples.

MANDATORY reads: server_minion_sync.gd for batched wave state; minion_worker_pathfinder.gd when agent count needs WorkerThreadPool; weighted_target_selector.gd for march→combat target picks. Spawn cadence stays data/timer-driven on the server; clients render from sync arrays.

2. Tower Aggro Logic

Priority: Hero attacking Ally > unit attacking Ally Hero > closest minion > closest hero.

MANDATORY read: tower_priority_aggro.gd. Compose with weighted_target_selector.gd for group ranks.

3. Fog of War

MANDATORY read: fog_visibility_check.gd for nodeless LoS; paint results into fog_grid_mask.gd. Never use Area2D overlap as the fog oracle.

4. Skill-Shot Ability Cycle

Implementation pattern for "QWER" targeting:

  1. Idle: Waiting for input.
  2. Telegraphed: Show indicator (skill_shot_indicator.gd) while mouse is held.
  3. Active: Spawn hitbox/projectile on release — under multiplayer, route through synced_ability_controller.gd.
  4. Recovery: Brief backswing animation where movement/casting is locked.

Key Mechanics Implementation

Click-to-Move (RTS Style)

Raycasting from camera to terrain.

gdscript
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("move"):
        var result = raycast_from_mouse()
        if result:
            nav_agent.target_position = result.position
Ability System (Data Driven)

Defining "Fireball" or "Hook" without unique scripts for everything.

gdscript
# ability_data.gd
class_name Ability extends Resource
@export var cooldown: float
@export var mana_cost: float
@export var damage: float
@export var effect_scene: PackedScene

Godot-Specific Tips

  • NavigationAgent3D: Use avoidance_enabled for minions so they flow around each other like water, rather than stacking.
  • MultiplayerSynchronizer: Sync Health, Mana, and Cooldowns. Do NOT sync position every frame if using Client-Side Prediction (advanced).
  • Fog of War: Use a SubViewport with a fog texture. Paint "holes" in the texture where allies are. Project this texture onto the terrain shader.
Show full SKILL.md (598 more words)Show less

Common Pitfalls

  1. Snowballing: Winning team gets too strong too fast. Fix: Implement "Comeback XP/Gold" mechanisms (bounties).
  2. Pathfinding Lag: 100 minions pathing every frame. Fix: Distribute pathfinding updates over multiple frames (Time Slicing).
  3. Hacking: Client says "I dealt 1000 damage". Fix: Client says "I cast Spell Q at Direction V". Server calculates damage.

Advanced MOBA Meta-Systems

Professional implementation of match playback, network smoothing, and advanced jungle AI.

1. Match Replay System (Binary Serialization)

For high-performance match recording, use var_to_bytes() to serialize state dictionaries into a compressed binary format. Avoid JSON for replays to minimize disk I/O and file size.

gdscript
class_name ReplayManager extends Node

var frame_history: Array[PackedByteArray] = []

func record_frame(state: Dictionary) -> void:
    # Efficiently convert data to bytes
    frame_history.append(var_to_bytes(state))

func save_replay(match_id: String) -> void:
    var file := FileAccess.open("user://replays/" + match_id + ".dat", FileAccess.WRITE)
    if file:
        file.store_var(frame_history) # Stores the whole array as a variant
        file.close()

func play_frame(frame_index: int) -> Dictionary:
    return bytes_to_var(frame_history[frame_index])
2. Networked Interpolated Sync

Use Godot 4.x's built-in physics interpolation to mask network jitter. Combined with MultiplayerSynchronizer, this provides smooth hero movement even at low tick rates (15-20Hz).

gdscript
class_name HeroNetSync extends CharacterBody3D

func _ready() -> void:
    # Enable native engine interpolation for visual smoothness
    physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_ON
    
    if is_multiplayer_authority():
        setup_synchronizer()

func setup_synchronizer() -> void:
    var sync := $MultiplayerSynchronizer
    var config := SceneReplicationConfig.new()
    # Sync position/rotation via unreliable ordered packets
    config.add_property(NodePath(".:global_position"))
    sync.replication_config = config
3. Jungle-AI (Camp Leashing)

Implement a state machine for jungle monsters that monitors distance from their spawn point. If a hero draws them too far, they enter a "Leashing" state, becoming invulnerable and returning home.

gdscript
class_name JungleCreep extends CharacterBody3D

@export var leash_radius: float = 12.0
@onready var spawn_pos := global_position

func _physics_process(_delta: float) -> void:
    var dist_from_home := global_position.distance_to(spawn_pos)
    
    match state:
        State.CHASING:
            if dist_from_home > leash_radius:
                state = State.LEASHING
        State.LEASHING:
            # Move back to spawn_pos using NavigationAgent3D
            nav_agent.target_position = spawn_pos
            if global_position.distance_to(spawn_pos) < 1.0:
                state = State.IDLE
                health = max_health # Reset health on return

Expert Tip: Always use NavigationServer3D.map_get_iteration_id() to ensure the navigation map is fully synced before allowing AI to pathfind after spawning.

MANDATORY for depth beyond decision trees and script catalog: moba-meta-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation
Prerequisites
Complements
  • godot-ability-system — Data-driven QWER cooldowns, costs, and effect scenes wired into authoritative cast validation.
  • godot-rpg-stats — Hero growth, armor/MR-style modifiers, and Resource-backed stats towers and abilities read.
  • godot-combat-system — Hit/hurt contracts for skill-shots, AA, and tower shots without hard class coupling.
  • godot-raycasting-queries — Deeper space-state recipes for fog LOS, dive checks, and click picking under load.
  • godot-signal-architecture — Decoupled ability UI binders and cast buses so cooldowns never live inside hero combat scripts.
  • godot-3d-world-building — Lane corridors, jungle geometry, and collision that match the navmesh bake surface.
  • godot-performance-optimization — Profiling and batching when minion sync arrays or fog grids threaten frame time.
  • godot-genre-rts — Shared click-to-move, selection, and fog-mask patterns when borrowing RTS control UX for MOBA heroes.
Downstream / consumers
Master
  • godot-master — Library router and mirrored entry for discovering MOBA patterns beside sibling domains.

© 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 20 other files (scripts, references) in skills/godot-genre-moba of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/migration-notes.md
  • references/moba-meta-systems-deep.md
  • scripts/ability_ui_binder.gd
  • scripts/async_arena_baker.gd
  • scripts/decoupled_ability_damage.gd
  • scripts/fog_grid_mask.gd
  • scripts/fog_visibility_check.gd
  • scripts/hero_net_sync.gd
  • scripts/hero_state_machine.gd
  • scripts/jungle_creep.gd
  • scripts/minion_flow_calculator.gd
  • scripts/minion_worker_pathfinder.gd
  • scripts/replay_manager.gd
  • scripts/server_minion_sync.gd
  • scripts/skill_shot_indicator.gd
  • scripts/status_effect_data.gd
  • scripts/status_effect_manager.gd
  • scripts/synced_ability_controller.gd
  • … and 2 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Moba 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.

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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
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Works with

Questions about Godot Genre Moba

What does Godot Genre Moba do?

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style…. Godot Genre Moba is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage).

When should I use Godot Genre Moba?

Godot Genre Moba fits situations like: competitive 5v5; abilitycooldowns; comebackmechanics.

How do I install Godot Genre Moba in Claude Code?

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

How do I install Godot Genre Moba in Codex?

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

Can I use Godot Genre Moba 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-moba -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-moba, .gemini/skills/godot-genre-moba, .github/skills/godot-genre-moba and .opencode/skills/godot-genre-moba in your project.

What does Godot Genre Moba need to run?

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

Does Godot Genre Moba 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 Moba 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 Moba use?

Godot Genre Moba 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 Moba use?

About 5.1k tokens (SKILL.md is roughly 20k 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 2.3k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Moba?

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

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.