skills/thedivergentai/gd-agentic-skills/godot-genre-action-rpg

godot-genre-action-rpg

SKILL.md

Genre: Action RPG

Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression.

NEVER Do

  • NEVER make stats invisible to players — Hidden stats feel like RNG. Show damage numbers, crit chance %, armor values clearly.
  • NEVER use linear damage scalingdamage = level * 10 makes early/late game boring. Use exponential: damage = base * pow(1.15, level).
  • NEVER forget diminishing returns on defense — Armor as damage_reduction = armor / (armor + 100) prevents invincibility stacking.
  • NEVER make loot drops feel samey — Differentiate rarities with visual effects (Epic = purple glow), sound cues, and meaningful stat differences.
  • NEVER skip hit recovery/stagger — Attacks without hitstun feel weightless. Add 0.2-0.5s stagger on hit for impact feedback.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

damage_label_manager.gd

Pooled floating damage numbers with vertical stacking logic. Pre-warms pool, handles critical hit scaling, and auto-fades via tweens.

telegraphed_enemy.gd

AoE telegraph pattern for enemy attacks. Wind-up animation with visual cues gives players dodge window, then executes damage zone.


Core Loop

Combat → Loot → Level Up → Build Power → Challenge Harder Content → Repeat

Skill Chain

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


Combat System

Real-Time Combat with Stats

class_name CombatController
extends Node

signal damage_dealt(target: Node, amount: int, type: String)
signal enemy_killed(enemy: Node, xp_reward: int)

func calculate_damage(attacker: RPGStats, defender: RPGStats, base_damage: int) -> Dictionary:
    # Physical damage formula
    var attack_power := attacker.get_stat("strength") * 2 + base_damage
    var defense := defender.get_stat("armor")
    
    # Damage reduction formula (diminishing returns)
    var reduction := defense / (defense + 100.0)
    var final_damage := int(attack_power * (1.0 - reduction))
    
    # Critical hit check
    var crit_chance := attacker.get_stat("crit_chance") / 100.0
    var is_crit := randf() < crit_chance
    if is_crit:
        final_damage = int(final_damage * attacker.get_stat("crit_damage") / 100.0)
    
    return {
        "damage": max(1, final_damage),
        "is_crit": is_crit,
        "damage_type": "physical"
    }

func apply_damage(target: Node, damage_result: Dictionary) -> void:
    if target.has_method("take_damage"):
        target.take_damage(damage_result["damage"], damage_result["is_crit"])
        damage_dealt.emit(target, damage_result["damage"], damage_result["damage_type"])

Hitbox/Hurtbox Combat

class_name Hitbox
extends Area2D

@export var damage: int = 10
@export var knockback_force: float = 200.0
@export var attack_owner: Node

var has_hit: Array[Node] = []  # Prevent multi-hit per swing

func _ready() -> void:
    monitoring = false  # Enable only during attack frames

func enable() -> void:
    has_hit.clear()
    monitoring = true

func disable() -> void:
    monitoring = false

func _on_area_entered(area: Area2D) -> void:
    if area is Hurtbox:
        var target := area.owner_entity
        if target != attack_owner and target not in has_hit:
            has_hit.append(target)
            var result := CombatController.calculate_damage(
                attack_owner.stats, target.stats, damage
            )
            CombatController.apply_damage(target, result)
            apply_knockback(target)

func apply_knockback(target: Node) -> void:
    var direction := (target.global_position - attack_owner.global_position).normalized()
    if target.has_method("apply_knockback"):
        target.apply_knockback(direction * knockback_force)

RPG Stats System

Attribute-Based Stats

class_name RPGStats
extends Resource

signal stat_changed(stat_name: String, new_value: float)
signal level_up(new_level: int)

# Base attributes (increased on level up)
@export var strength: int = 10
@export var dexterity: int = 10
@export var intelligence: int = 10
@export var vitality: int = 10

# Derived stats (calculated from attributes)
var derived_stats: Dictionary = {}

# Modifiers from equipment, buffs, etc.
var flat_modifiers: Dictionary = {}    # +50 health
var percent_modifiers: Dictionary = {} # +10% damage

var level: int = 1
var experience: int = 0
var skill_points: int = 0

func _init() -> void:
    recalculate_stats()

func recalculate_stats() -> void:
    derived_stats = {
        # Health: Vitality-based
        "max_health": vitality * 10 + 100,
        "health_regen": vitality * 0.5,
        
        # Mana: Intelligence-based
        "max_mana": intelligence * 8 + 50,
        "mana_regen": intelligence * 0.3,
        
        # Physical: Strength + Dexterity
        "physical_damage": strength * 2,
        "armor": strength + vitality,
        
        # Critical: Dexterity-based
        "crit_chance": 5.0 + dexterity * 0.2,
        "crit_damage": 150.0 + dexterity * 0.5,
        
        # Speed: Dexterity-based
        "attack_speed": 1.0 + dexterity * 0.01,
        "move_speed": 100.0 + dexterity * 2
    }
    
    # Apply modifiers
    for stat_name in derived_stats:
        var base := derived_stats[stat_name]
        var flat := flat_modifiers.get(stat_name, 0.0)
        var percent := percent_modifiers.get(stat_name, 0.0)
        derived_stats[stat_name] = (base + flat) * (1.0 + percent / 100.0)

func get_stat(stat_name: String) -> float:
    if stat_name in derived_stats:
        return derived_stats[stat_name]
    return get(stat_name)

func add_experience(amount: int) -> void:
    experience += amount
    while experience >= get_xp_for_next_level():
        experience -= get_xp_for_next_level()
        level += 1
        skill_points += 5
        level_up.emit(level)

func get_xp_for_next_level() -> int:
    # Exponential scaling
    return int(100 * pow(1.5, level - 1))

Loot System

Item Generation

class_name LootGenerator
extends Node

enum Rarity { COMMON, UNCOMMON, RARE, EPIC, LEGENDARY }

const RARITY_WEIGHTS := {
    Rarity.COMMON: 60,
    Rarity.UNCOMMON: 25,
    Rarity.RARE: 10,
    Rarity.EPIC: 4,
    Rarity.LEGENDARY: 1
}

const RARITY_AFFIX_COUNT := {
    Rarity.COMMON: 0,
    Rarity.UNCOMMON: 1,
    Rarity.RARE: 2,
    Rarity.EPIC: 3,
    Rarity.LEGENDARY: 4
}

@export var affix_pool: Array[ItemAffix]
@export var base_items: Array[ItemBase]

func generate_item(item_level: int, magic_find: float = 0.0) -> Item:
    var rarity := roll_rarity(magic_find)
    var base := base_items.pick_random()
    
    var item := Item.new()
    item.base = base
    item.rarity = rarity
    item.item_level = item_level
    
    # Roll affixes based on rarity
    var affix_count := RARITY_AFFIX_COUNT[rarity]
    var available_affixes := affix_pool.duplicate()
    
    for i in affix_count:
        if available_affixes.is_empty():
            break
        var affix := available_affixes.pick_random()
        available_affixes.erase(affix)
        item.affixes.append(generate_affix_roll(affix, item_level))
    
    return item

func roll_rarity(magic_find: float) -> Rarity:
    var weights := RARITY_WEIGHTS.duplicate()
    # Magic find increases rare+ drops
    weights[Rarity.RARE] *= (1.0 + magic_find / 100.0)
    weights[Rarity.EPIC] *= (1.0 + magic_find / 100.0)
    weights[Rarity.LEGENDARY] *= (1.0 + magic_find / 100.0)
    
    var total := 0.0
    for w in weights.values():
        total += w
    
    var roll := randf() * total
    for rarity in weights:
        roll -= weights[rarity]
        if roll <= 0:
            return rarity
    return Rarity.COMMON

func generate_affix_roll(affix: ItemAffix, item_level: int) -> Dictionary:
    # Scale affix values with item level
    var min_roll := affix.min_value * (1.0 + item_level * 0.1)
    var max_roll := affix.max_value * (1.0 + item_level * 0.1)
    return {
        "affix": affix,
        "value": randf_range(min_roll, max_roll)
    }

Equipment System

class_name Equipment
extends Node

signal equipment_changed(slot: String, item: Item)

enum Slot { HEAD, CHEST, HANDS, LEGS, FEET, WEAPON, OFFHAND, RING1, RING2, AMULET }

var equipped: Dictionary = {}  # Slot -> Item

func equip(item: Item) -> Item:
    var slot: Slot = item.base.slot
    var previous: Item = equipped.get(slot)
    
    # Unequip old item
    if previous:
        remove_item_stats(previous)
    
    # Equip new item
    equipped[slot] = item
    apply_item_stats(item)
    equipment_changed.emit(Slot.keys()[slot], item)
    
    return previous  # Return to inventory

func apply_item_stats(item: Item) -> void:
    var stats := owner.stats as RPGStats
    
    # Base stats
    for stat_name in item.base.base_stats:
        stats.flat_modifiers[stat_name] = stats.flat_modifiers.get(stat_name, 0) + item.base.base_stats[stat_name]
    
    # Affix stats
    for affix_data in item.affixes:
        var affix := affix_data["affix"] as ItemAffix
        var value := affix_data["value"]
        if affix.is_percent:
            stats.percent_modifiers[affix.stat] = stats.percent_modifiers.get(affix.stat, 0) + value
        else:
            stats.flat_modifiers[affix.stat] = stats.flat_modifiers.get(affix.stat, 0) + value
    
    stats.recalculate_stats()

Ability System

Skill Trees and Unlocks

class_name SkillTree
extends Resource

@export var skills: Array[Skill]
@export var connections: Dictionary  # skill_id -> Array[prerequisite_ids]

func can_unlock(skill_id: String, unlocked_skills: Array[String]) -> bool:
    if skill_id in unlocked_skills:
        return false  # Already unlocked
    
    var prereqs: Array = connections.get(skill_id, [])
    for prereq in prereqs:
        if prereq not in unlocked_skills:
            return false
    return true

func unlock_skill(skill_id: String, player: Node) -> bool:
    var skill := get_skill(skill_id)
    if not skill or player.stats.skill_points < skill.cost:
        return false
    
    player.stats.skill_points -= skill.cost
    player.unlocked_skills.append(skill_id)
    player.ability_manager.add_ability(skill.ability)
    return true

Active Abilities

class_name ActiveAbility
extends Resource

@export var name: String
@export var cooldown: float = 5.0
@export var mana_cost: int = 20
@export var damage_multiplier: float = 2.0
@export var aoe_radius: float = 0.0
@export var effect_scene: PackedScene

var current_cooldown: float = 0.0

func can_use(caster: Node) -> bool:
    return current_cooldown <= 0 and caster.stats.current_mana >= mana_cost

func use(caster: Node, target_position: Vector2) -> void:
    if not can_use(caster):
        return
    
    caster.stats.current_mana -= mana_cost
    current_cooldown = cooldown
    
    var effect := effect_scene.instantiate()
    effect.global_position = target_position
    effect.damage = int(caster.stats.get_stat("physical_damage") * damage_multiplier)
    effect.caster = caster
    caster.get_tree().current_scene.add_child(effect)

func update_cooldown(delta: float) -> void:
    current_cooldown = max(0, current_cooldown - delta)

Enemy Design

Scaling Difficulty

class_name EnemySpawner
extends Node

@export var base_enemy_scene: PackedScene
@export var area_level: int = 1

func spawn_enemy(position: Vector2) -> Node:
    var enemy := base_enemy_scene.instantiate()
    enemy.global_position = position
    
    # Scale stats with area level
    var stats := enemy.stats as RPGStats
    var level_mult := 1.0 + (area_level - 1) * 0.15
    
    stats.vitality = int(stats.vitality * level_mult)
    stats.strength = int(stats.strength * level_mult)
    stats.recalculate_stats()
    
    # Scale rewards
    enemy.xp_reward = int(enemy.xp_reward * level_mult)
    enemy.loot_table.item_level = area_level
    
    add_child(enemy)
    return enemy

Common Pitfalls

Pitfall Solution
Stats feel meaningless Ensure each point noticeably affects gameplay
Loot feels same Dramatic visual and mechanical differences between rarities
Combat too simple Combo systems, positioning matters, enemy variety
Progression walls Multiple viable paths, catch-up mechanics
Inventory management tedium Auto-sort, quick-sell, stash tabs

Architecture Overview

AutoLoads:
├── PlayerStats (godot-rpg-stats)
├── InventoryManager (godot-inventory-system)
├── QuestManager (godot-quest-system)
├── LootGenerator (godot-economy-system)
└── GameManager (godot-scene-management)

Player:
├── CharacterBody2D/3D
├── RPGStats
├── Equipment
├── AbilityManager
├── Hitbox/Hurtbox
└── InputHandler

Enemies:
├── AI Controller (state machine)
├── RPGStats (scaled)
├── HealthComponent
├── LootTable
└── Hitbox/Hurtbox

Godot-Specific Tips

  1. Resources for items: Use Resource for items - easily serializable for save/load
  2. Object pooling: Pool damage numbers, projectiles, item pickups
  3. Animation callbacks: Use AnimationPlayer method tracks to enable/disable hitboxes
  4. Stat recalculation: Only recalculate on equip/level, not every frame

Example Games for Reference

  • Diablo / Path of Exile - Loot-focused ARPG
  • Elden Ring / Dark Souls - Combat-focused action RPG
  • Hades - Roguelike ARPG hybrid
  • Grim Dawn - Deep character builds

Reference

Weekly Installs
50
GitHub Stars
35
First Seen
Feb 10, 2026
Installed on
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