All skills
thedivergentai avatar

/godot-auditor

@57c9225

Godot Expert Auditor: Aurelius. Exhaustive never-list enforcement and architectural slap-down for Godot 4.7 projects. Use when auditing signal decay, ObjectDB orphans, typed Array/Dictionary slop, material.duplicate batch breaks, export case-sensitivity, Expression.execute risks, or sector never-lists. Keywords: auditor, Aurelius, never-list, signal decay, ObjectDB orphans, typed Array, export case-sensitivity, instance uniforms, PackedScene.get_state.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-auditor

This session only. Nothing lands on disk.

referencescategoriesquest-system.md

≈597 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Quest System NEVER List

  • NEVER store active quest data directly in the Player node — If the player dies or the scene reloads, quest progress is lost. Use an AutoLoad or a persistent Data Resource [20].
  • NEVER use hardcoded string IDs for objectives without validation — Typos in update_objective("kill_slimes") will fail silently. Use StringNames or a central ID registry [21].
  • NEVER forget to disconnect completion signals — If a quest signal isn't cleared after completion, it might trigger multiple times, awarding double rewards [22].
  • NEVER poll for mission completion in _process() — Checking objectives 60 times a second is wasteful. Use a signal-driven approach (e.g. on_enemy_died) [23].
  • NEVER skip save/load logic for quests — Resetting a 10-hour quest line because of a game restart is a player-ending bug. Always persist quest states [24].
  • NEVER use all() on objective arrays without null/type checks — Attempting to check completion on a null objective entry will crash the entire system [25].
  • NEVER hardcode quest logic inside enemy or item scripts — Use a generic EventBus or QuestTrigger node to bridge the encounter to the QuestManager.
  • NEVER allow multiple instances of the same Quest Resource to be active — Ensure you're tracking unique Quest IDs to prevent accidental duplication of missions.
  • NEVER use complex UI logic to calculate progress — The UI should only display what the Quest resource provides. Keep formulas in the QuestManager.
  • NEVER award rewards directly inside the quest script — Delegate reward distribution to the InventoryManager or EconomyManager via signals for decoupling.
<!-- GDSkills research links (agents) Official docs: - https://docs.godotengine.org/en/stable/tutorials/best_practices/project_organization.html - https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/static_typing.html Related skills: - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-quest-system/SKILL.md — domain skill owning this never-list sector - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-debugging-profiling/SKILL.md — measure alleged slop before rewrite Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md -->

Source: SKILL.md on GitHub

No alerts16d3 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill is a comprehensive Godot 4.7 project auditor that statically analyzes GDScript code and project memory metrics. No malicious behavior or security risks were detected.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

Signed by skilld at 57c9225. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

README badge

README badge for thedivergentai/gd-agentic-skills/godot-auditor