Skill v1.0.1
Automated scan100/10023 files
version: "1.0.1" name: godot-genre-action-rpg description: "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."
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
StringNamefor 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 usequeue_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
OccluderInstance3Dnodes attached to dynamic characters; this causes CPU BVH rebuild stalls.
🛠 Expert Components (scripts/)
Original Expert Patterns
- damage_label_manager.gd - High-performance pooled system for floating damage numbers and critical hits.
- telegraphed_enemy.gd - Advanced AI component for Soul-like wind-ups, AOE indicators, and timed attacks.
Modular Components
- character_stats_resource.gd - Modular data container for base RPG attributes and scaling logic.
- entity_stat_duplicator.gd - Pattern for ensuring unique death/health state for instanced enemies.
- duck_typed_hitbox.gd - Safe combat interaction system for players, enemies, and props.
- combat_log_connector.gd - Signal-binding logic for decoupled combat event logging.
- aoe_physics_query.gd - Performance-optimized AoE detection using direct PhysicsServer queries.
- hierarchical_state_base.gd - Robust base for managing complex ARPG character behavior.
- animation_condition_sync.gd - Safe synchronization logic for AnimationTree Advance Conditions.
- threaded_inventory_loader.gd - WorkerThreadPool-driven background parsing for large inventories.
- typed_inventory_storage.gd - High-performance strongly-typed dictionary for item storage.
- high_speed_aggro_broadcaster.gd - Group-based broadcasting pattern for instant localized AI alerts.
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 CombatControllerextends Nodesignal 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 formulavar attack_power := attacker.get_stat("strength") * 2 + base_damagevar 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 checkvar crit_chance := attacker.get_stat("crit_chance") / 100.0var is_crit := randf() < crit_chanceif 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 Hitboxextends Area2D@export var damage: int = 10@export var knockback_force: float = 200.0@export var attack_owner: Nodevar has_hit: Array[Node] = [] # Prevent multi-hit per swingfunc _ready() -> void:monitoring = false # Enable only during attack framesfunc enable() -> void:has_hit.clear()monitoring = truefunc disable() -> void:monitoring = falsefunc _on_area_entered(area: Area2D) -> void:if area is Hurtbox:var target := area.owner_entityif 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 RPGStatsextends Resourcesignal 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 healthvar percent_modifiers: Dictionary = {} # +10% damagevar level: int = 1var experience: int = 0var skill_points: int = 0func _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 modifiersfor 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 += amountwhile experience >= get_xp_for_next_level():experience -= get_xp_for_next_level()level += 1skill_points += 5level_up.emit(level)func get_xp_for_next_level() -> int:# Exponential scalingreturn int(100 * pow(1.5, level - 1))
Loot System
Item Generation
class_name LootGeneratorextends Nodeenum 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 = baseitem.rarity = rarityitem.item_level = item_level# Roll affixes based on rarityvar affix_count := RARITY_AFFIX_COUNT[rarity]var available_affixes := affix_pool.duplicate()for i in affix_count:if available_affixes.is_empty():breakvar affix := available_affixes.pick_random()available_affixes.erase(affix)item.affixes.append(generate_affix_roll(affix, item_level))return itemfunc roll_rarity(magic_find: float) -> Rarity:var weights := RARITY_WEIGHTS.duplicate()# Magic find increases rare+ dropsweights[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 := 0.0for w in weights.values():total += wvar roll := randf() * totalfor rarity in weights:roll -= weights[rarity]if roll <= 0:return rarityreturn Rarity.COMMONfunc generate_affix_roll(affix: ItemAffix, item_level: int) -> Dictionary:# Scale affix values with item levelvar 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 Equipmentextends Nodesignal equipment_changed(slot: String, item: Item)enum Slot { HEAD, CHEST, HANDS, LEGS, FEET, WEAPON, OFFHAND, RING1, RING2, AMULET }var equipped: Dictionary = {} # Slot -> Itemfunc equip(item: Item) -> Item:var slot: Slot = item.base.slotvar previous: Item = equipped.get(slot)# Unequip old itemif previous:remove_item_stats(previous)# Equip new itemequipped[slot] = itemapply_item_stats(item)equipment_changed.emit(Slot.keys()[slot], item)return previous # Return to inventoryfunc apply_item_stats(item: Item) -> void:var stats := owner.stats as RPGStats# Base statsfor 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 statsfor affix_data in item.affixes:var affix := affix_data["affix"] as ItemAffixvar value := affix_data["value"]if affix.is_percent:stats.percent_modifiers[affix.stat] = stats.percent_modifiers.get(affix.stat, 0) + valueelse:stats.flat_modifiers[affix.stat] = stats.flat_modifiers.get(affix.stat, 0) + valuestats.recalculate_stats()
Ability System
Skill Trees and Unlocks
class_name SkillTreeextends 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 unlockedvar prereqs: Array = connections.get(skill_id, [])for prereq in prereqs:if prereq not in unlocked_skills:return falsereturn truefunc 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 falseplayer.stats.skill_points -= skill.costplayer.unlocked_skills.append(skill_id)player.ability_manager.add_ability(skill.ability)return true
Active Abilities
class_name ActiveAbilityextends 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: PackedScenevar current_cooldown: float = 0.0func can_use(caster: Node) -> bool:return current_cooldown <= 0 and caster.stats.current_mana >= mana_costfunc use(caster: Node, target_position: Vector2) -> void:if not can_use(caster):returncaster.stats.current_mana -= mana_costcurrent_cooldown = cooldownvar effect := effect_scene.instantiate()effect.global_position = target_positioneffect.damage = int(caster.stats.get_stat("physical_damage") * damage_multiplier)effect.caster = castercaster.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 EnemySpawnerextends Node@export var base_enemy_scene: PackedScene@export var area_level: int = 1func spawn_enemy(position: Vector2) -> Node:var enemy := base_enemy_scene.instantiate()enemy.global_position = position# Scale stats with area levelvar stats := enemy.stats as RPGStatsvar level_mult := 1.0 + (area_level - 1) * 0.15stats.vitality = int(stats.vitality * level_mult)stats.strength = int(stats.strength * level_mult)stats.recalculate_stats()# Scale rewardsenemy.xp_reward = int(enemy.xp_reward * level_mult)enemy.loot_table.item_level = area_leveladd_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└── InputHandlerEnemies:├── AI Controller (state machine)├── RPGStats (scaled)├── HealthComponent├── LootTable└── Hitbox/Hurtbox
Godot-Specific Tips
- Resources for items: Use
Resourcefor items - easily serializable for save/load - Object pooling: Pool damage numbers, projectiles, item pickups
- Animation callbacks: Use AnimationPlayer method tracks to enable/disable hitboxes
- 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
Advanced ARPG Meta-Systems
Expert implementation of high-end ARPG systems for endgame progression and visual polish.
1. Paragon/Ascension System (Resource-Based Progression)
For post-level-cap progression, utilize a custom Resource. This allows for encapsulated methods, signals for UI updates, and efficient serialization.
class_name ParagonStats extends Resource@export var paragon_level: int = 0@export var bonus_strength: float = 0.0@export var bonus_vitality: float = 0.0const XP_REQUIREMENT_BASE: int = 10000var current_xp: int = 0func add_paragon_experience(amount: int) -> void:current_xp += amountvar leveled_up: bool = falsewhile current_xp >= _get_xp_requirement():current_xp -= _get_xp_requirement()paragon_level += 1bonus_strength += 2.5bonus_vitality += 1.5leveled_up = trueif leveled_up:emit_changed() # Notify UI and combat systemsfunc _get_xp_requirement() -> int:return XP_REQUIREMENT_BASE * (paragon_level + 1)
Architectural Tip: When assigning a paragon template to a character, always use duplicate(true) to avoid modifying the globally cached resource instance.
2. Shader-Based Loot Beams (Visual Cues)
To handle massive loot drops without performance degradation, use the RenderingServer to pass rarity parameters to a shared shader without duplicating materials.
loot_beam.gdshader
shader_type spatial;render_mode unshaded, cull_disabled;uniform vec3 rarity_color = vec3(1.0, 1.0, 1.0);void fragment() {ALBEDO = rarity_color;EMISSION = rarity_color * 3.0; # High emission for glowing effect}
loot_drop_manager.gd
class_name LootDropManager extends Node# Update visual rarity without material duplication overheadfunc apply_rarity_visuals(mesh_instance: MeshInstance3D, color: Color) -> void:if mesh_instance:# Use low-level RenderingServer for high-performance per-instance parametersRenderingServer.instance_geometry_set_shader_parameter(mesh_instance.get_instance_id(),"rarity_color",color)
3. Stat-Snapshot System (Combat Logging)
Combat logs should capture isolated state snapshots in a Dictionary and be flushed to disk periodically to avoid I/O bottlenecks.
class_name CombatLogger extends Nodeconst LOG_FILE_PATH: String = "user://combat_log.json"var _session_buffer: Array[Dictionary] = []func record_event(source: String, target: String, damage: int, is_crit: bool) -> void:var snapshot: Dictionary = {"timestamp": Time.get_unix_time_from_system(),"source": source,"target": target,"damage": damage,"is_crit": is_crit}_session_buffer.append(snapshot)# Periodic flush (e.g., every 100 entries) to prevent memory bloatif _session_buffer.size() >= 100:flush_to_disk()func flush_to_disk() -> void:if _session_buffer.is_empty(): returnvar file := FileAccess.open(LOG_FILE_PATH, FileAccess.WRITE)if file:file.store_string(JSON.stringify(_session_buffer, "\t"))file.close()# Note: In a real scenario, you'd append to existing logs or rotate files
Anti-Pattern: NEVER write to res:// at runtime. Always use user:// for persistent logs, as res:// is typically read-only in exported builds.
Reference
- Master Skill: godot-master