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/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.

referencescategoriesrpg-stats.md

≈624 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Aurelius Protocol: Rpg Stats NEVER List

  • NEVER use integers for percentages — critical_chance = 50? Integer division (e.g., in formulas) causes truncation. Always use float (0.0 to 1.0 or 0.0 to 100.0) [20].
  • NEVER modify current_health without emitting signals — UI elements like health bars will desync if you don't broadcast changes to the system [21].
  • NEVER rely solely on additive modifiers — +10 strength is huge at level 1 but negligible at level 50. Use multiplicative or hybrid scaling for balance [22].
  • NEVER add modifiers without a unique ID or Key — Without a reference (e.g., "potion_buff"), you cannot remove specific effects without clearing the entire stack [23].
  • NEVER use exponential XP formulas without a growth cap — Uncapped pow() scaling quickly leads to unreachable levels or integer overflows [24].
  • NEVER forget to clamp derived values — Negative vitality from a debuff could result in negative max HP, crashing your health logic. Use maxi(val, 1) [25].
  • NEVER perform heavy stat recalculations in _process() — Only recalculate when a modifier is added/removed or base stats change. Use the "Reactive" pattern.
  • NEVER hardcode stat names in logic — Use StringNames or an Enum for attributes to prevent typos and facilitate refactoring (e.g., get_attribute("strength")).
  • NEVER store temporary "Runtime Only" buffs in a permanent Save Resource — Clear short-duration modifiers before serializing player progress to disk.
  • NEVER calculate damage directly in the Character script — Centralize combat math in a DamageFormula class to ensure consistency across Players and NPCs.
<!-- 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-rpg-stats/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 - https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md — simulate balance impact of structural fixes 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

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