Agent skill

Godot Rpg Stats

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations.

LGPL-3.0Auto-check passedGame Development

Install Godot Rpg Stats

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-rpg-stats --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-rpg-stats .claude/skills/godot-rpg-stats && 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-rpg-stats
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
812 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations.

  • Works in 3 steps: Caps — rpg_stat_resource.gd; clamp on… → Dependency graphs —… → Equipment — Register/remove modifier IDs…
  • Implementing character progression OR equipment/buff systems
  • SKILL.md covers Available Scripts, NEVER Do in RPG Stats, Decision Tree and API alignment (StatusEffectData), plus 3 more sections
  • Tasks that involve Game development

What it does

Godot Rpg Stats is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `references/elite-stat-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

  • Implementing character progression OR equipment/buff systems
  • Tasks that involve Game development

Example prompts

  • “/godot-rpg-stats”

Workflow steps

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

  1. Caps — rpg_stat_resource.gd; clamp on setters; never allow overflow attributes.
  2. Dependency graphs — derived_stat_resource.gd; derived stats recalc from signals when bases change — never _process.
  3. Equipment — Register/remove modifier IDs on equip/unequip via stacking API; tooltips via equipment_tooltip_helper.gd.

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 15 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 Rpg Stats loads about 3.1k tokens when it runs, and up to ~4.4k if it reads all its reference files. Until then it costs about 90 tokens; SKILL.md has 812 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~90
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
~4.4k

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). 812 words, ~3,067 tokens.

Download SKILL.mdSave it as .claude/skills/godot-rpg-stats/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-rpg-stats
description
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.

Available Scripts

MANDATORY by scenario — read before implementing:

base_stats_resource.gd

Core data container for base attributes (Str, Dex, Int) and derived scaling rules.

status_effect_data.gd

Serialized buff/debuff definition using StatusEffectData.Type { ADDITIVE, MULTIPLICATIVE, OVERRIDE }.

stats_component_reactive.gd

Orchestrator for JIT (Just-In-Time) stat calculation with active modifier stacking.

exp_progression_resource.gd

Data-driven level-up curve definition using growth factors and base XP.

dynamic_stat_label_sync.gd

Reactive UI hook for syncing Labels to stat changes without polling.

damage_formula_handler.gd

Centralized RefCounted utility for complex combat math and damage calculations.

stat_modifier_stacking.gd

Logic for handling unique vs. stackable buffs and refreshing durations.

resource_stat_inheritance.gd

Pattern for extending base stats with specialized attributes (Elemental Resists).

persistent_character_stats.gd

Managing the serialization of character progression to .tres files.

level_up_system.gd

Logic for awarding experience and triggering level-up benefits.

rpg_stat_resource.gd

Capped base stat Resource with setter clamps + stat_changed signal.

derived_stat_resource.gd

Derived stat that recalculates when base stat dependencies change.

equipment_tooltip_helper.gd

BBCode equipment comparison tooltips (_make_custom_tooltip).

NEVER Do in RPG Stats

  • NEVER use integers for percentages — Always use float (0.0–1.0 or 0.0–100.0) to avoid truncation.
  • NEVER modify current_health without emitting signals — UI desyncs without broadcasts.
  • NEVER rely solely on additive modifiers — Use multiplicative or hybrid scaling for long progressions.
  • NEVER add modifiers without a unique ID or Key — Required to remove specific effects.
  • NEVER use exponential XP formulas without a growth cap — Uncapped pow() overflows or soft-locks levels.
  • NEVER forget to clamp derived values — Negative vitality must not yield negative max HP (maxi(val, 1)).
  • NEVER perform heavy stat recalculations in _process() — Recalc only on modifier/base change (reactive).
  • NEVER hardcode stat names in logic — Use StringNames or enums.
  • NEVER store temporary runtime buffs in a permanent Save Resource — Strip short-duration modifiers before serialize.
  • NEVER calculate damage directly in the Character script — Centralize in damage_formula_handler.gd.
  • NEVER invent Dictionary-only modifier APIs in examples — Align with StatusEffectData.Type and the stacking scripts.

Decision Tree

LayerResponsibilityScript
Resource templateDesigner-authored base attributes, curves, inheritancebase_stats_resource.gd, exp_progression_resource.gd, resource_stat_inheritance.gd
Runtime StatsComponentDuplicate/instance template, apply/remove modifiers, emit signals, JIT derived statsMANDATORY stats_component_reactive.gd + stat_modifier_stacking.gd
StatusEffectDataTyped buff rows (ADDITIVE / MULTIPLICATIVE / OVERRIDE)status_effect_data.gd
DamageFormula (RefCounted)Pure combat math shared by Player/NPCMANDATORY damage_formula_handler.gd
PersistenceSave progression; strip runtime buffs firstpersistent_character_stats.gd
UI syncLabels listen to signals — no pollingdynamic_stat_label_sync.gd

Do not paste beginner class_name Stats / Dictionary equipment tutorials — route to the scripts above.


API alignment (StatusEffectData)

gdscript
# Author buffs as Resources — not ad-hoc Dictionary modifiers
var haste := StatusEffectData.new()
haste.name = "Haste"
haste.type = StatusEffectData.Type.MULTIPLICATIVE
haste.attribute = "speed"
haste.value = 1.25
haste.duration = 8.0

var flat_str := StatusEffectData.new()
flat_str.type = StatusEffectData.Type.ADDITIVE
flat_str.attribute = "strength"
flat_str.value = 5.0

var break_def := StatusEffectData.new()
break_def.type = StatusEffectData.Type.OVERRIDE
break_def.attribute = "defense"
break_def.value = 0.0

Stacking / refresh / unique-vs-stackable behavior: MANDATORY stat_modifier_stacking.gd. Apply through stats_component_reactive.gd so derived stats recalc once per change.


Elite reminders (script-backed)

  1. Caps — rpg_stat_resource.gd; clamp on setters; never allow overflow attributes.
  2. Dependency graphs — derived_stat_resource.gd; derived stats recalc from signals when bases change — never _process.
  3. Equipment — Register/remove modifier IDs on equip/unequip via stacking API; tooltips via equipment_tooltip_helper.gd.

Deep dive (load on demand)

Equipment hooks, damage formula, skill gates, elite cap/derived/tooltip patterns — references/elite-stat-patterns.md.

Reference

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

Show full SKILL.md (319 more words)Show less
Official Documentation
  • Resources — why base stats, curves, and status effects belong on Resource templates you duplicate or instance per character.
  • Resource — duplicate(), resource_local_to_scene, and shared-vs-unique semantics that prevent every enemy sharing one HP Resource.
  • GDScript exported properties — @export / @export_group so designers tune attributes and scaling in the Inspector without code edits.
  • Using signals — stat_changed / stats_recalculated so UI and derived stats react without _process polling.
  • Saving games — serialize progression Resources and strip runtime-only buffs before write.
  • File paths in Godot projects — user:// vs res:// for persistent character .tres saves.
  • ResourceSaver — write character stats Resources to disk after level-ups.
  • ResourceLoader — exists / load paths when restoring progression on boot.
  • RefCounted — keep damage formulas and pure combat math off the scene tree.
  • Random number generation — seeded crit / variance rolls that stay reproducible in balance tests.
  • Label — bind text to signal-driven attribute refresh for HUD sync.
  • SceneTree — create_timer for timed buff expiry without a per-effect Node.
Prerequisites
Complements
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© 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 17 other files (scripts, references) in skills/godot-rpg-stats of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/elite-stat-patterns.md
  • references/migration-notes.md
  • scripts/base_stats_resource.gd
  • scripts/damage_formula_handler.gd
  • scripts/derived_stat_resource.gd
  • scripts/dynamic_stat_label_sync.gd
  • scripts/equipment_tooltip_helper.gd
  • scripts/exp_progression_resource.gd
  • scripts/level_up_system.gd
  • scripts/modifier_stack_stats.gd
  • scripts/persistent_character_stats.gd
  • scripts/resource_stat_inheritance.gd
  • scripts/rpg_stat_resource.gd
  • scripts/stat_modifier_stacking.gd
  • scripts/stat_resource.gd
  • scripts/stats_component_reactive.gd
  • scripts/status_effect_data.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Rpg Stats 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
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Rpg Stats

What does Godot Rpg Stats do?

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Godot Rpg Stats is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations.

When should I use Godot Rpg Stats?

Godot Rpg Stats fits situations like: implementing character progression OR equipment/buff systems; tasks that involve Game development.

How do I install Godot Rpg Stats in Claude Code?

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

How do I install Godot Rpg Stats in Codex?

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

Can I use Godot Rpg Stats 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-rpg-stats -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-rpg-stats, .gemini/skills/godot-rpg-stats, .github/skills/godot-rpg-stats and .opencode/skills/godot-rpg-stats in your project.

What does Godot Rpg Stats need to run?

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

Does Godot Rpg Stats 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 Rpg Stats 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 Rpg Stats use?

Godot Rpg Stats 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 Rpg Stats use?

About 3.1k tokens (SKILL.md is roughly 12k 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 1.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Rpg Stats?

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

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.