Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-action-rpg
Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression.
base * pow(1.15, level)) to maintain the power fantasy.armor / (armor + 100.0)) to prevent invincibility._process(); strictly use _physics_process() for deterministic results.is_equal_approx().is_walking == false).duplicate() on shared Resources; modifying one goblin's stats must not affect all other instances.if body.has_method(&"take_damage")) for interaction.WorkerThreadPool.StringName for optimized hash comparisons.free(); strictly use queue_free() for safe deferred disposal.call_group()).OccluderInstance3D nodes attached to dynamic characters; this causes CPU BVH rebuild stalls.> MANDATORY: Read the script for the decision below before inventing a CombatController/RPGStats tutorial inline.
> Do NOT Load peer genre skills (platformer, racing, etc.) or full inventory/ability deep-dives unless the Skill Chain row requires them — stay on ARPG combat/loot/progression paths.
has_method(&"take_damage") coupling.duplicate(true) at spawn.!.Combat → Loot → Level Up → Build Power → Challenge Harder Content → Repeat
godot-project-foundations → godot-characterbody-2d → godot-combat-system → godot-rpg-stats → godot-inventory-system → godot-ability-system → godot-quest-system → godot-economy-system → godot-save-load-systems → godot-monte-carlo-balancer
| Problem | Decision | Script / peer |
|---------|----------|---------------|
| Melee / projectile contact | Area hitbox frames in _physics_process | hitbox_component + duck_typed_hitbox |
| Armor stacking feels broken | Diminishing returns, not linear % | stat_reduction_solver |
| Damage numbers hitch | Pool labels | damage_label_manager |
| Shared goblin HP mutates all | Deep duplicate Resources at instance | deep/entity_stat_duplicator |
| Boss nested if/elif | Hierarchical FSM + telegraphs | hierarchical_state_base + telegraphed_enemy |
| AoE costs too much | PhysicsServer queries / groups | aoe_physics_query / aoe_group_broadcaster |
| Late-game bag parse hitch | WorkerThreadPool | threaded_inventory_loader |
| AnimationTree flip flops | Explicit bool Advance Conditions | animation_condition_sync |
| Full loot affix / bag UI | Do NOT re-teach here | godot-inventory-system |
| Hotbar abilities / mana | Do NOT re-teach here | godot-ability-system |
| Modifier stacks / curves | Do NOT re-teach here | godot-rpg-stats |
Prefer Health/Hitbox child components (godot-composition) over BaseEnemy inheritance. UI observes signals; inventory Resources are truth — never the HUD tree.
_physics_process only for hit resolve.> MANDATORY for combat/loot/equipment/area-scaling depth beyond decision trees: arpg-subsystems-deep.md. Do NOT Load for first-pass hitbox + stats wiring — use scripts above.
Keep post-cap power in a duplicated Resource; emit emit_changed() on level; never mutate the cached template.
Pass rarity color via RenderingServer.instance_geometry_set_shader_parameter on a shared shader — avoid material duplicate() storms.
Buffer Dictionary snapshots; flush periodically to user:// (never res://).
> Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Resources, Area/physics queries, signals/groups, AnimationTree, WorkerThreadPool, save). Open Related Skills when wiring combat, stats, inventory, abilities, or balance—do not preload the whole lattice.
Resource assets so designers can author .tres data without rewriting combat code.duplicate(true) shared stat/loot templates at spawn so one goblin’s HP or inventory mutation cannot rewrite every instance’s .tres.@export / typed Dictionaries drive Inspector-tuned damage, resistances, XP curves, and gear slots that balance without recompiling scripts._physics_process for fixed-delta combat determinism.call_group / call_group_flags rather than walking the SceneTree every frame.! in expressions) so combo and stagger states stay reliable.res://.move_and_slide are the movement substrate under hit recovery, chase, and attack wind-ups.BaseEnemy inheritance for modular RPG units.if/elif AI.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
Extracts and analyzes competitors' ads from ad libraries (Facebook, LinkedIn, etc.) to understand what messaging, problems, and creative approaches are working. Helps inspire and improve your own ad campaigns.
Identifies high-quality leads for your product or service by analyzing your business, searching for target companies, and providing actionable contact strategies. Perfect for sales, business development, and marketing professionals.
Analyzes your recent Claude Code chat history to identify coding patterns, development gaps, and areas for improvement, curates relevant learning resources from HackerNews, and automatically sends a personalized growth report to your Slack DMs.
Complete App Store Optimization (ASO) toolkit for researching, optimizing, and tracking mobile app performance on Apple App Store and Google Play Store
NGS analysis toolkit. BAM to bigWig conversion, QC (correlation, PCA, fingerprints), heatmaps/profiles (TSS, peaks), for ChIP-seq, RNA-seq, ATAC-seq visualization.
Materials science toolkit. Crystal structures (CIF, POSCAR), phase diagrams, band structure, DOS, Materials Project integration, format conversion, for computational materials science.
Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-genre-action-rpg from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.