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Bevy Rpg Stats Agent Skill

Bevy ECS skill for character stats. Keywords: Bevy, stats, attributes, modifiers, ECS.

2.3k 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-rpg-stats

What comes with it

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

The instruction itself

16 sections, as written by the author

Bevy RPG stats

When to use

Load this when attributes, modifiers, or derived numbers live on an actor. Combat applies them via bevy-combat-system.

ECS shape

  • Components: base attributes, a modifier list, and current health on the actor.
  • Resources: the level curve is one resource for the whole run (bevy-data-resources).
  • Systems: recompute max health when Attributes change. An IncomingHit or XpGain is a component removed after it is applied. .chain() so a vitality gain runs before the health sync.
  • Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging.
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"

Attributes and modifiers live on the actor. Derived attack is a function, not a second source of truth.

#[derive(Component, Clone, Copy)]
struct Attributes {
    strength: i32,
    vitality: i32,
}

enum ModKind {
    Add,
    Mul,
}

struct Modifier {
    kind: ModKind,
    amount: f32,
}

#[derive(Component)]
struct ModifierList(Vec<Modifier>);

fn derived_attack(attrs: &Attributes, mods: &ModifierList) -> f32 {
    let mut value = attrs.strength as f32;
    let mut scale = 1.0;
    for modifier in &mods.0 {
        match modifier.kind {
            ModKind::Add => value += modifier.amount,
            ModKind::Mul => scale *= modifier.amount,
        }
    }
    (value * scale).max(0.0)
}

Health max follows vitality. The system runs only when Attributes changed, so idle frames do not recompute.

#[derive(Component, Clone, Copy)]
struct Attributes {
    strength: i32,
    vitality: i32,
}

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
    for (attrs, mut health) in &mut actors {
        health.max = (20 + attrs.vitality * 5).max(1);
        health.current = health.current.min(health.max);
    }
}

#[derive(Component, Clone, Copy)]
struct IncomingHit(i32);

fn apply_hits(mut commands: Commands, mut actors: Query<(Entity, &mut Health, &IncomingHit)>) {
    for (entity, mut health, hit) in &mut actors {
        health.current = (health.current - hit.0).max(0);
        commands.entity(entity).remove::<IncomingHit>();
    }
}

The curve is data. Load it once into a resource. Awarding experience mutates the actor component and reads that table.

use serde::Deserialize;

#[derive(Deserialize, Resource, Clone, Copy)]
struct LevelCurve {
    base_xp: u32,
    growth: f32,
}

#[derive(Component)]
struct Progression {
    level: u32,
    xp: u32,
}

fn load_curve() -> LevelCurve {
    let text = "(base_xp: 100, growth: 1.15)";
    ron::from_str(text).expect("level curve")
}

fn xp_to_advance(curve: &LevelCurve, level: u32) -> u32 {
    let scaled = curve.base_xp as f32 * curve.growth.powi(level as i32);
    scaled.clamp(1.0, 1_000_000.0) as u32
}

#[derive(Component, Clone, Copy)]
struct Attributes {
    strength: i32,
    vitality: i32,
}

#[derive(Component)]
struct Health {
    current: i32,
    max: i32,
}

fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
    for (attrs, mut health) in &mut actors {
        health.max = (20 + attrs.vitality * 5).max(1);
        health.current = health.current.min(health.max);
    }
}

#[derive(Component, Clone, Copy)]
struct XpGain(u32);

fn grant_xp(
    mut commands: Commands,
    curve: Res<LevelCurve>,
    mut actors: Query<(Entity, &mut Progression, &mut Attributes, &XpGain)>,
) {
    for (entity, mut progress, mut attrs, gain) in &mut actors {
        progress.xp += gain.0;
        let need = xp_to_advance(&curve, progress.level);
        if progress.xp >= need {
            progress.xp -= need;
            progress.level += 1;
            attrs.vitality += 1;
        }
        commands.entity(entity).remove::<XpGain>();
    }
}

pub struct StatsPlugin;

impl Plugin for StatsPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(load_curve())
            .add_systems(Update, (grant_xp, sync_health).chain());
    }
}

Choose the owner

| Need | Owner |

| --- | --- |

| Attributes | Attributes on the actor. |

| Modifier | ModifierList of additive and multiplicative rows. |

| Level | Progression plus a LevelCurve resource loaded from RON. |

Scope

  • Attribute, modifier, and level data are components and one curve resource, as in the systems above.
  • Combat resolution that spends the derived attack value belongs on bevy-combat-system.

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 that is not a component |

| 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 Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
  • 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.

Official Documentation

  • Assets - Official asset catalog.
  • 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-rpg-stats 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.