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Bevy Ability System Agent Skill

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

2.2k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-ability-system

What comes with it

533 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

17 sections, as written by the author

Bevy ability system

When to use

Load this when an actor grants, cools down, or spends an ability. Combat resolution stays on bevy-combat-system.

ECS shape

  • Components: ability id, charges, and cooldown remaining on the caster.
  • Resources: run-wide tables live in a resource (bevy-data-resources).
  • Systems: mutate those components on Update or the fixed timestep. Use .chain() when damage must land before death.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. This file does not add a new event type name.

Ability choices

| Need | Bevy idiom |

| --- | --- |

| Ability definition | A Resource catalog plus a component row on the caster. |

| Cooldown | remaining stepped with Time<Fixed>::delta_secs in FixedUpdate. |

| Cast | MessageWriter<CastAccepted> after the cooldown and charge gates pass. |

Scope

  • Cooldowns, charges, and catalogs are components and resources. Combat damage stays on bevy-combat-system.
  • Stacking status effects is a component list you tick on FixedUpdate.

Examples

[package]
name = "abilities"
version = "0.1.0"
edition = "2021"

[dependencies]
bevy = "0.20"

Cooldown and charges share the caster. Tick, then accept the cast, on FixedUpdate.

#[derive(Component)]
struct Cooldown {
    remaining: f32,
    duration: f32,
}

#[derive(Component)]
struct Charges {
    current: u32,
    max: u32,
}

#[derive(Message)]
struct CastAccepted {
    caster: Entity,
}

fn tick_cooldowns(time: Res<Time<Fixed>>, mut query: Query<&mut Cooldown>) {
    let dt = time.delta_secs();
    for mut cooldown in &mut query {
        cooldown.remaining = (cooldown.remaining - dt).max(0.0);
    }
}

fn try_cast(
    mut casters: Query<(Entity, &mut Cooldown, &mut Charges)>,
    mut casts: MessageWriter<CastAccepted>,
) {
    for (entity, mut cooldown, mut charges) in &mut casters {
        if cooldown.remaining > 0.0 || charges.current == 0 {
            continue;
        }
        charges.current -= 1;
        cooldown.remaining = cooldown.duration;
        casts.write(CastAccepted { caster: entity });
    }
}

fn recharge(time: Res<Time<Fixed>>, mut casters: Query<(&Cooldown, &mut Charges)>) {
    let dt = time.delta_secs();
    for (cooldown, mut charges) in &mut casters {
        if cooldown.remaining <= 0.0 && charges.current < charges.max && dt > 0.0 {
            charges.current += 1;
        }
    }
}

pub struct AbilityPlugin;

impl Plugin for AbilityPlugin {
    fn build(&self, app: &mut App) {
        app.add_message::<CastAccepted>()
            .add_systems(FixedUpdate, (tick_cooldowns, try_cast, recharge).chain());
    }
}

The catalog is one resource. Live cooldown stays on the entity.

#[derive(Clone, Copy)]
struct AbilityDef {
    id: u32,
    cooldown: f32,
    cost: u32,
}

#[derive(Resource)]
struct AbilityCatalog {
    rows: Vec<AbilityDef>,
}

fn lookup(catalog: &AbilityCatalog, id: u32) -> Option<&AbilityDef> {
    catalog.rows.iter().find(|row| row.id == id)
}

#[derive(Component)]
struct Cooldown {
    remaining: f32,
    duration: f32,
}

#[derive(Component)]
struct Charges {
    current: u32,
    max: u32,
}

fn spawn_caster(mut commands: Commands, catalog: Res<AbilityCatalog>) {
    let def = lookup(&catalog, 1);
    let duration = def.map(|row| row.cooldown).unwrap_or(0.5);
    commands.spawn((
        Cooldown {
            remaining: 0.0,
            duration,
        },
        Charges { current: 2, max: 2 },
    ));
}

A shared lock sits in a resource so one system owns it.

#[derive(Message)]
struct CastAccepted {
    caster: Entity,
}

#[derive(Resource)]
struct GlobalCooldown {
    remaining: f32,
}

fn tick_gcd(time: Res<Time<Fixed>>, mut gcd: ResMut<GlobalCooldown>) {
    gcd.remaining = (gcd.remaining - time.delta_secs()).max(0.0);
}

fn arm_gcd(mut gcd: ResMut<GlobalCooldown>, mut casts: MessageReader<CastAccepted>) {
    for _cast in casts.read() {
        gcd.remaining = gcd.remaining.max(0.4);
    }
}

Register CastAccepted with add_message in the same plugin that adds tick_gcd and arm_gcd.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A value stored off the entity |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Check the official docs first | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No cooldown stored in a process-global static. WHY: the caster's Cooldown component and the catalog Resource are the owners.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
  • None yet.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-ability-system from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.