Expert blueprint for quest tracking systems (objectives, progress, rewards, branching chains) using Resource-based quests, signal-driven updates, and AutoLoad managers. Use when implementing RPG quests or mission systems. Keywords quest, objectives, Quest Resource, QuestObjective, signal-driven, branching, rewards, AutoLoad.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-quest-system
Resource-based quests + Autoload manager. Single source of truth: quest_resource.gd + quest_manager_singleton.gd — no inline Quest/Objective/Manager/UI dumps.
StringName ids, status, objectives/rewardsSupporting: kill_objective_trigger.gd, quest_ui_tracker.gd, branching_quest_data.gd, quest_giver_dialogue_hook.gd, quest_persistence_loader.gd, timed_quest_challenge.gd, hidden_objective_logic.gd, localized_quest_description.gd, quest_graph_manager.gd, quest_waypoint_helper.gd, quest_conflict_resolver.gd, quest_manager.gd (alt helper — prefer singleton).
accept → event trigger → progress → complete → persist
| Checkpoint | Action |
|---|---|
| Accept | QuestManager.accept_quest(quest) — duplicate Resource if runtime mutation; connect quest_completed once |
| Event trigger | Kill/collect/talk via trigger nodes / bus — not hardcoded in enemy scripts (kill_objective_trigger.gd) |
| Progress | update_objective(quest_id: StringName, …) — interned ids only |
| Complete | Manager erases active, emits quest_completed, grants via inventory/economy signals |
| Disconnect | Disconnect completion Callables when quest leaves active set — prevent double rewards |
| Persist | Save active/completed id maps + counts (quest_persistence_loader.gd) — not live Resource graphs |
StringName / registry (&"kill_slimes")._process — signal-driven.StringName)Across body + scripts use:
quest.id: StringNameobjective_id: StringNameStringNameStringName, not free strings> CAUTION: objectives.all(...) on arrays with null entries crashes — null-check in is_complete() (see quest_resource.gd).
NavigationAgent3D.target_position on objective change only (quest_waypoint_helper.gd).Quest/Objective/Manager/UI walkthroughs and elite patterns — references/quest-patterns-deep.md.
> 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.
Resource assets instead of scene-local scripts.@export, nested Resources, and duplication rules for Inspector-authored quest data and branching chains.quest_accepted / objective_updated without polling in _process().tr() keys on quest Resources so titles/descriptions localize without forked .tres files.Timer / SceneTree.create_timer timeout signals.VBoxContainer quest trackers that rebuild Labels from manager signals only.NavigationAgent targets when objectives change.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.).
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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-quest-system 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.