
godot-rpg-stats
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-rpg-stats- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads godot-rpg-stats automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Available Scripts
MANDATORY by scenario — read before implementing:
- Templates / base attributes → base_stats_resource.gd
- Runtime stack + reactive recalc → stats_component_reactive.gd + stat_modifier_stacking.gd
- Buff/debuff data → status_effect_data.gd (
Type.ADDITIVE/MULTIPLICATIVE/OVERRIDE)- Combat math → damage_formula_handler.gd
base_stats_resource.gd
Core data container for base attributes (Str, Dex, Int) and derived scaling rules.
status_effect_data.gd
Serialized buff/debuff definition using StatusEffectData.Type { ADDITIVE, MULTIPLICATIVE, OVERRIDE }.
stats_component_reactive.gd
Orchestrator for JIT (Just-In-Time) stat calculation with active modifier stacking.
exp_progression_resource.gd
Data-driven level-up curve definition using growth factors and base XP.
dynamic_stat_label_sync.gd
Reactive UI hook for syncing Labels to stat changes without polling.
damage_formula_handler.gd
Centralized RefCounted utility for complex combat math and damage calculations.
stat_modifier_stacking.gd
Logic for handling unique vs. stackable buffs and refreshing durations.
resource_stat_inheritance.gd
Pattern for extending base stats with specialized attributes (Elemental Resists).
persistent_character_stats.gd
Managing the serialization of character progression to .tres files.
level_up_system.gd
Logic for awarding experience and triggering level-up benefits.
rpg_stat_resource.gd
Capped base stat Resource with setter clamps + stat_changed signal.
derived_stat_resource.gd
Derived stat that recalculates when base stat dependencies change.
equipment_tooltip_helper.gd
BBCode equipment comparison tooltips (_make_custom_tooltip).
NEVER Do in RPG Stats
- NEVER use integers for percentages — Always use
float(0.0–1.0 or 0.0–100.0) to avoid truncation. - NEVER modify current_health without emitting signals — UI desyncs without broadcasts.
- NEVER rely solely on additive modifiers — Use multiplicative or hybrid scaling for long progressions.
- NEVER add modifiers without a unique ID or Key — Required to remove specific effects.
- NEVER use exponential XP formulas without a growth cap — Uncapped
pow()overflows or soft-locks levels. - NEVER forget to clamp derived values — Negative vitality must not yield negative max HP (
maxi(val, 1)). - NEVER perform heavy stat recalculations in
_process()— Recalc only on modifier/base change (reactive). - NEVER hardcode stat names in logic — Use StringNames or enums.
- NEVER store temporary runtime buffs in a permanent Save Resource — Strip short-duration modifiers before serialize.
- NEVER calculate damage directly in the Character script — Centralize in damage_formula_handler.gd.
- NEVER invent Dictionary-only modifier APIs in examples — Align with
StatusEffectData.Typeand the stacking scripts.
Decision Tree
| Layer | Responsibility | Script |
|---|---|---|
| Resource template | Designer-authored base attributes, curves, inheritance | base_stats_resource.gd, exp_progression_resource.gd, resource_stat_inheritance.gd |
| Runtime StatsComponent | Duplicate/instance template, apply/remove modifiers, emit signals, JIT derived stats | MANDATORY stats_component_reactive.gd + stat_modifier_stacking.gd |
| StatusEffectData | Typed buff rows (ADDITIVE / MULTIPLICATIVE / OVERRIDE) | status_effect_data.gd |
| DamageFormula (RefCounted) | Pure combat math shared by Player/NPC | MANDATORY damage_formula_handler.gd |
| Persistence | Save progression; strip runtime buffs first | persistent_character_stats.gd |
| UI sync | Labels listen to signals — no polling | dynamic_stat_label_sync.gd |
Do not paste beginner class_name Stats / Dictionary equipment tutorials — route to the scripts above.
API alignment (StatusEffectData)
# Author buffs as Resources — not ad-hoc Dictionary modifiers
var haste := StatusEffectData.new()
haste.name = "Haste"
haste.type = StatusEffectData.Type.MULTIPLICATIVE
haste.attribute = "speed"
haste.value = 1.25
haste.duration = 8.0
var flat_str := StatusEffectData.new()
flat_str.type = StatusEffectData.Type.ADDITIVE
flat_str.attribute = "strength"
flat_str.value = 5.0
var break_def := StatusEffectData.new()
break_def.type = StatusEffectData.Type.OVERRIDE
break_def.attribute = "defense"
break_def.value = 0.0
Stacking / refresh / unique-vs-stackable behavior: MANDATORY stat_modifier_stacking.gd. Apply through stats_component_reactive.gd so derived stats recalc once per change.
Elite reminders (script-backed)
- Caps — rpg_stat_resource.gd; clamp on setters; never allow overflow attributes.
- Dependency graphs — derived_stat_resource.gd; derived stats recalc from signals when bases change — never
_process. - Equipment — Register/remove modifier IDs on equip/unequip via stacking API; tooltips via equipment_tooltip_helper.gd.
Deep dive (load on demand)
Equipment hooks, damage formula, skill gates, elite cap/derived/tooltip patterns — references/elite-stat-patterns.md.
Reference
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.
Official Documentation
- Resources — why base stats, curves, and status effects belong on
Resourcetemplates you duplicate or instance per character. - Resource —
duplicate(),resource_local_to_scene, and shared-vs-unique semantics that prevent every enemy sharing one HP Resource. - GDScript exported properties —
@export/@export_groupso designers tune attributes and scaling in the Inspector without code edits. - Using signals —
stat_changed/stats_recalculatedso UI and derived stats react without_processpolling. - Saving games — serialize progression Resources and strip runtime-only buffs before write.
- File paths in Godot projects —
user://vsres://for persistent character.tressaves. - ResourceSaver — write character stats Resources to disk after level-ups.
- ResourceLoader —
exists/ load paths when restoring progression on boot. - RefCounted — keep damage formulas and pure combat math off the scene tree.
- Random number generation — seeded crit / variance rolls that stay reproducible in balance tests.
- Label — bind text to signal-driven attribute refresh for HUD sync.
- SceneTree —
create_timerfor timed buff expiry without a per-effect Node.
Related Skills
Prerequisites
- godot-project-foundations — scene tree, Resources, and project layout before building CharacterStats assets.
- godot-gdscript-mastery — typed getters, setters, and signal wiring used by reactive stat components.
- godot-resource-data-patterns — inheritance,
.trestemplates, and composition patterns for attribute data. - godot-signal-architecture — ownership and fan-out rules so
hp_changed/level_updo not create UI cycles.
Complements
- godot-ability-system — abilities that gate on level/attributes and apply temporary modifiers.
- godot-inventory-system — equipment bonuses that register and remove modifier IDs on equip/unequip.
- godot-combat-system — hit resolution that consumes attack/defense/crit from this stack.
- godot-save-load-systems — full save pipelines around ResourceSaver of progression data.
- godot-ui-containers — character sheets and tooltips that listen to recalculated stats.
- godot-economy-system — gold/XP sinks that couple with level curves and gear stat budgets.
- godot-monte-carlo-balancer — matrix-test power curves, modifier stacks, and damage variance before shipping numbers.
Downstream / consumers
- godot-genre-action-rpg — ARPG builds that rely on attributes, gear mods, and derived combat stats.
- godot-genre-roguelike — run-scoped modifiers and scaling that reset between runs.
- godot-turn-system — turn-based combat that resolves damage formulas from shared stats.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
FAQ
What does the godot-rpg-stats skill do?
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.
How do I install godot-rpg-stats?
Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-rpg-stats in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-rpg-stats/ (personal) or .claude/skills/godot-rpg-stats/ (project).
Which AI agents can use godot-rpg-stats?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is godot-rpg-stats safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains godot-rpg-stats?
It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 449 recorded installs.
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