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

godot-genre-action-rpg

Installation
SKILL.md

Genre: Action RPG

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

NEVER Do (Expert Anti-Patterns)

Combat & Progression

  • NEVER use linear damage scaling for progression; strictly use an exponential curve (e.g., base * pow(1.15, level)) to maintain the power fantasy.
  • NEVER allow defense stats to stack linearly to 100%; strictly use a Diminishing Returns formula (e.g., armor / (armor + 100.0)) to prevent invincibility.
  • NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat.
  • NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.).
  • NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues.
  • NEVER calculate hitboxes, knockbacks, or combat movement in _process(); strictly use _physics_process() for deterministic results.
  • NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use is_equal_approx().
  • NEVER use the ! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (is_walking == false).

Technical & Architecture

  • NEVER store character stats or massive inventories as Nodes; strictly use Resource-based data containers for lightweight memory overhead.
  • NEVER forget to call duplicate() on shared Resources; modifying one goblin's stats must not affect all other instances.
  • NEVER rigidly couple combat detection to specific classes; strictly use Duck-Typing (e.g., if body.has_method(&"take_damage")) for interaction.
  • NEVER rely on the UI SceneTree as the source of truth for inventory; strictly separate data logic from visualization.
  • NEVER recalculate stats every frame; strictly trigger recalculation only on gear changes or level-ups.
  • NEVER parse massive RPG save files synchronously; strictly offload heavy parsing to the WorkerThreadPool.
  • NEVER synchronize complex Resource types over the network; strictly serialize changes into primitive Dictionaries or PackedByteArrays.
  • NEVER manage character state by coupling child nodes to parent existence; strictly use signals for loose coupling ("Signal Up, Call Down").
  • NEVER use standard Strings for high-frequency AI state identifiers; strictly use StringName for optimized hash comparisons.

Performance & AI

  • NEVER instantiate/destroy hundreds of objects (projectiles, damage text) per second; strictly use Object Pooling.
  • NEVER delete active combat entities via free(); strictly use queue_free() for safe deferred disposal.
  • NEVER calculate complex loot drops or parse massive late-game inventories on the main thread; strictly offload heavy RNG rolls and array iterations to the WorkerThreadPool.
  • NEVER use nested if/elif blocks for complex Boss AI; strictly use a modular StateMachine or pattern matching.
  • NEVER iterate through the SceneTree for global state changes; strictly use Signal Groups (call_group()).
  • NEVER move OccluderInstance3D nodes attached to dynamic characters; this causes CPU BVH rebuild stalls.

šŸ›  Expert Components (scripts/)

Original Expert Patterns

Modular Components


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:
ā”œā”€ā”€ PlayerStats (godot-rpg-stats)
ā”œā”€ā”€ InventoryManager (godot-inventory-system)
ā”œā”€ā”€ QuestManager (godot-quest-system)
ā”œā”€ā”€ LootGenerator (godot-economy-system)
└── GameManager (godot-scene-management)

Player:
ā”œā”€ā”€ CharacterBody2D/3D
ā”œā”€ā”€ RPGStats
ā”œā”€ā”€ Equipment
ā”œā”€ā”€ AbilityManager
ā”œā”€ā”€ Hitbox/Hurtbox
└── InputHandler

Enemies:
ā”œā”€ā”€ AI Controller (state machine)
ā”œā”€ā”€ RPGStats (scaled)
ā”œā”€ā”€ HealthComponent
ā”œā”€ā”€ 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

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