mcpbeat

Godot Economy System

thedivergentai/godot-economy-system

Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity.

9k tokens
context cost
the whole folder, loaded on every use
16
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
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/GD-Agentic-Skills --skill godot-economy-system

The instruction itself

15 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Economy System

Wallet + transaction authority — not beginner "gold int" tutorials.

Decision Tree: Currency Representation

| Economy type | Store as | Why |

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

| Soft currency (gold, scrap) with UI decimals | int cents / smallest unit | Exact math; display value / 100.0 |

| Premium / idle quantities >> 2^31 | BigInt / multi-limb int (or carefully scaled float only if approx OK) | 32-bit int caps ~2.1B |

| Multiplayer / persistent wallet | Authoritative int (or BigInt) on server | Client never finalizes spends |

| Prices with fractional display only | Still int smallest unit | Avoid 0.1 + 0.2 float drift |

NEVER mix "use float for money" and "never use float for money" without this tree — pick one column and stick to it.

NEVER Do in Economy Systems

  • NEVER skip buy/sell spread — Same buy/sell price = infinite money.
  • NEVER skip currency sinks — Repairs, taxes, fees, consumables prevent inflation.
  • NEVER validate spends only on the client — Server/host is source of truth in multiplayer.
  • NEVER hardcode loot weights in scripts — Use Resources (loot_table_weighted.gd).
  • NEVER subtract before current >= amount — Underflow / negative wallets corrupt saves.
  • NEVER let UI mutate balances directly — UI requests; wallet_manager_singleton.gd / transaction_manager.gd decides.
  • NEVER ignore transaction logs in serious RPGs — Audit trail for missing currency.
  • NEVER exceed max caps without clamping — Cap before wrap / overflow.

Golden Path (MANDATORY)

  • currency_resource.gd — denomination metadata
  • wallet_manager_singleton.gd — balances + signals
  • transaction_manager.gd — validated spend/grant pipeline
  • Shop / loot / UI only after wallet+transactions exist

Delete ad-hoc EconomyManager gold tutorials — do not re-inline wallet logic in scenes.

Decision Points → Scripts

| Task | Load | Do NOT Load |

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

| Balances / Autoload wallet | wallet_manager_singleton.gd | Inline gold ints on Player |

| Spend/grant validation | transaction_manager.gd | UI calling gold -= n |

| Shop buy/sell + stock | shop_item_data.gd + shop_system_logic.gd | Equal buy/sell prices |

| Sales / reputation pricing | dynamic_price_modifier.gd | — |

| Weighted loot | loot_table_weighted.gd | Hardcoded % in enemy scripts |

| Loot → wallet bridge | loot_drop_economy_bridge.gd | — |

| HUD sync | currency_label_sync.gd | Polling wallet in _process without signals |

| Save wallet | economy_persistence_handler.gd | — |

| Pickup VFX | currency_pickup_effect.gd | — |

| Multi-item barter | trade_contract_resource.gd | — |

Available Scripts (full catalog)

  • currency_resource.gd
  • wallet_manager_singleton.gd — MANDATORY
  • transaction_manager.gd — MANDATORY
  • shop_item_data.gd
  • shop_system_logic.gd
  • dynamic_price_modifier.gd
  • currency_label_sync.gd
  • loot_table_weighted.gd — weights / rarity
  • loot_drop_economy_bridge.gd — Do NOT Load if loot never grants currency
  • economy_persistence_handler.gd
  • currency_pickup_effect.gd
  • trade_contract_resource.gd — Do NOT Load unless barter exists
  • economy_logger.gd — GPM / inflation telemetry Logger
  • item_value_estimator.gd — rarity-based merchant valuation

Elite Deltas

  • Barter contracts: multi-item quid-pro-quo via trade_contract_resource.gd.
  • GPM analytics: economy_logger.gd — gold-per-minute from [ECON] log lines.
  • Value estimator: item_value_estimator.gd — rarity-driven sell curves; always below buy.

> MANDATORY for GPM logging, dynamic valuation, and moved shop/loot tutorials: economy-elite-patterns.md. Do NOT Load for wallet + transaction golden path only.

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.

Official Documentation

  • Resources — Currencies, shop items, loot tables, and trade contracts belong as shareable Resource assets so designers can retune prices and drop weights without code changes.
  • Resource — Use duplicate() when applying runtime price modifiers or per-merchant stock so one shop cannot mutate the shared .tres template for every vendor.
  • GDScript exports@export buy/sell spreads, stock caps, currency ids, and loot weights so economy balance stays Inspector-driven.
  • Singletons (Autoload) — A WalletManager Autoload is the engine-supported pattern for balances that must survive scene changes (world ↔ shop ↔ menu).
  • Autoloads versus regular nodes — Keep global wallet state in Autoload; keep merchant UI and one-off shop logic as scene nodes so tests and multiplayer authority stay composable.
  • Using signals — Emit balance_changed / transaction_failed so HUD labels and pickup VFX subscribe without writing wallet balances from the UI.
  • Saving games — Persist wallet dictionaries (and stocked shop state) with the rest of progression data; never leave soft currency only in memory.
  • FileAccess — Read/write save payloads that include economy blobs; pair with project user:// paths for player-writable balance files.
  • JSON — Serialize currency_id → amount dictionaries as JSON-compatible structures for transparent save/load and analytics dumps.
  • Random number generation — Weighted loot and drop rolls must use Godot RNG APIs (randf, seeded RNG) rather than ad-hoc modulo hacks.
  • RandomNumberGenerator — Seedable RNG instances make loot-table Monte Carlo and deterministic balance tests reproducible.
  • High-level multiplayer — Spend/grant validation must be authoritative on the server; clients request transactions and apply confirmed balance RPCs only.
Prerequisites
  • godot-resource-data-patterns — Currency, ShopItem, LootTable, and TradeContract definitions are Resource-first; load this before inventing parallel data formats for prices and drops.
  • godot-autoload-architecture — WalletManager as Autoload needs disciplined ownership, init order, and namespacing so economy state does not become a god-object dump.
  • godot-signal-architecture — Balance and transaction signals must stay “signal up / call down” so UI never mutates the wallet directly.
  • godot-gdscript-mastery — Typed Resources, Dictionary wallets, and atomic purchase helpers assume solid GDScript patterns (guards before subtract, no float money).
Complements
  • godot-inventory-system — Buy/sell and barter are atomic wallet↔inventory exchanges; stock and capacity checks belong with inventory, not only with price math.
  • godot-save-load-systems — Economy persistence handlers should plug into the project save schema (versioning, migrate, encrypt premium balances if needed).
  • godot-rpg-stats — Charisma/reputation discounts and sink costs (repairs) need a consistent modifier layer rather than hardcoding multipliers in the shop UI.
  • godot-ui-containers — Shop screens and currency HUD layouts should bind to wallet signals; containers own presentation, WalletManager owns truth.
  • godot-quest-system — Quest gold rewards and turn-in sinks are major currency sources/sinks; wire rewards through the transaction API, not ad-hoc gold +=.
  • godot-combat-system — Loot-drop bridges listen to combat/loot events and grant funds without embedding economy rules inside damage pipelines.
Downstream / consumers
  • godot-monte-carlo-balancer — After sinks, loot weights, and shop spreads are Resource-driven, Monte Carlo farm/career sims prove inflation and time-to-afford bands before shipping curves.
  • godot-multiplayer-networking — Predicted UI spends and authoritative grant/spend RPCs build on the wallet’s request/validate/apply split.
  • godot-genre-idle-clicker — Idle/prestige currencies and sink loops assemble this skill with long-horizon balance and offline accrual genre glue.
  • godot-genre-action-rpg — Action-RPG shops, crafting sinks, and drop economies compose wallet + inventory + loot tables for progression pacing.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

How to use it

Copy the folder

Take thedivergentai/godot-economy-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.