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Bevy Genre Action Rpg Agent Skill

Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.

2.4k 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-genre-action-rpg

What comes with it

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

The instruction itself

17 sections, as written by the author

Bevy Action RPG (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this to route an action RPG: real-time hits, stats, inventory, and quests.

ECS shape

  • Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
  • Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
  • Systems read those components on Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.
  • Schedule: gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.

Engine counterparts

| Godot idea | Bevy idiom |

| --- | --- |

| Genre scene tree | Entities plus the domain skills linked below |

| Autoload director | A resource, not a singleton node |

| Signal bus for the loop | bevy-events-messaging |

Routing

Scope

This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills.

| Join | Owner | Schedule |

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

| Incoming damage amount | Component on the actor, removed after it is applied | Update, apply then clear with .chain() |

| Reach and stamina | Components on the actor | Read by the ability skill; this router only spawns them |

| Slain count | One resource | Update, after the hit system |

| Gear id | Component on the actor | Inventory skill writes it; do not also write it from combat |

[dependencies]
bevy = "0.20"
#[derive(Component)]
struct Vitality {
    hp: i32,
    max_hp: i32,
}

#[derive(Component)]
struct IncomingHit {
    amount: i32,
}

fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) {
    for (mut vitality, hit) in &mut actors {
        vitality.hp = (vitality.hp - hit.amount).max(0);
    }
}

fn clear_hits(mut commands: Commands, hits: Query<Entity, With<IncomingHit>>) {
    for entity in &hits {
        commands.entity(entity).remove::<IncomingHit>();
    }
}

pub struct ActionHitPlugin;

impl Plugin for ActionHitPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, (apply_hits, clear_hits).chain());
    }
}
#[derive(Component)]
struct GearSlot {
    item_id: Option<u32>,
}

#[derive(Resource, Default)]
struct QuestFlags {
    slain: u32,
    need: u32,
}

fn equip(mut slots: Query<&mut GearSlot>) {
    for mut slot in &mut slots {
        if slot.item_id.is_none() {
            slot.item_id = Some(1);
        }
    }
}

fn note_kill(mut flags: ResMut<QuestFlags>) {
    if flags.slain < flags.need {
        flags.slain += 1;
    }
}

pub struct ActionProgressPlugin;

impl Plugin for ActionProgressPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(QuestFlags { slain: 0, need: 3 })
            .add_systems(Update, (equip, note_kill));
    }
}
#[derive(Component)]
struct Actor;

#[derive(Component)]
struct MeleeReach(f32);

#[derive(Component)]
struct Stamina {
    current: f32,
    max: f32,
}

fn spawn_actor(mut commands: Commands) {
    commands.spawn((
        Actor,
        MeleeReach(1.5),
        Stamina {
            current: 100.0,
            max: 100.0,
        },
        Transform::default(),
    ));
}

pub struct ActionRpgPlugin;

impl Plugin for ActionRpgPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_actor);
    }
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ActionRpgPlugin)
        .run();
}

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 Godot node script |

| 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 this skill | Load the skill that owns it | 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 clear IncomingHit in parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be .chain()ed after the apply.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned site.

Official Documentation

  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • Examples - Example tree on the latest branch.
Prerequisites
Complements
Downstream / consumers
  • None. This router does not own a second implementation.
Master

How to use it

Copy the folder

Take thedivergentai/bevy-genre-action-rpg 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.