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/godot-genre-action-rpg

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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.

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

This session only. Nothing lands on disk.

referencesarpg-subsystems-deep.md

≈841 tokens on demand. Your agent reads this file only when SKILL.md points to it.

ARPG Subsystems Deep-Dive (load on demand)

MANDATORY when wiring combat formulas, loot affixes, equipment slots, or area scaling beyond the script catalog. Peer skills own full inventory/ability tutorials — route there after this reference.

Combat damage (diminishing armor)

WHY not linear armor: armor / (armor + K) caps reduction — linear stacking to 100% creates invincible tanks.

Implementation: combat_damage_calculator.gd + stat_reduction_solver.gd.

Hit resolve stays in _physics_process via hitbox_component.gd — enable monitoring only on attack frames; guard multi-hit per swing with a has_hit array.

Progression curve

Damage/HP scaling: base * pow(1.15, level) — linear curves flatten the power fantasy. XP to next level: int(100 * pow(1.5, level - 1)).

Loot generation

loot_generator.gd — weighted rarity table + magic-find bias on rare+. Affix count scales with rarity tier.

Visual differentiation: rarity beams via RenderingServer.instance_geometry_set_shader_parameter — avoid material.duplicate() storms (see Advanced ARPG Meta-Systems in SKILL.md).

Equipment & stats

Ability / skill-tree glue

Hotbar abilities → godot-ability-system. Skill-tree unlocks grant AbilityResource to the caster's scene manager — not a global combat Autoload.

Enemy scaling

enemy_area_scaler.gd — level_mult = 1 + (area_level - 1) * 0.15 on vitality/strength and XP reward.

Architecture overview

Progression Autoloads (catalog only)     Scene entities
├── unlock flags / quest state           ├── CharacterBody + components
└── loot tables (data)                   ├── HealthComponent / Hitbox
                                         ├── scene AbilityManager
                                         └── RPGStats Resource (duplicated)

Signals up, calls down — HUD observes; never treat UI SceneTree as inventory truth (threaded_inventory_loader.gd for heavy parses).

Common pitfalls

Pitfall Fix
Floaty combat Hit recovery/stagger 0.2–0.5s — telegraphed_enemy.gd
Identical loot Rarity color beams + distinct SFX
Boss spaghetti AI hierarchical_state_base.gd
Late-game bag hitch WorkerThreadPool — threaded_inventory_loader
AnimationTree flip Explicit bool Advance Conditions — animation_condition_sync

Reference titles

Diablo / PoE (loot), Elden Ring / Souls (combat telegraphs), Hades (ability cadence), Grim Dawn (build depth).

Source: SKILL.md on GitHub

1 warning16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill provides a comprehensive set of Godot Engine scripts and blueprints for building Action RPG systems like combat, stats, and loot. It follows engine best practices and uses official APIs for performance and modularity. No security risks were identified.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

  • Runlayer7mo

    3/3 files flagged

Signed by skilld at 9d6e91e. 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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