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/godot-master

@4c4d0ff

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

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

This session only. Nothing lands on disk.

referencesability-system-elite-ability-patterns.md

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Elite Ability Patterns (load on demand)

MANDATORY when implementing combos, charge abilities, skill trees, status DoTs, or networked casts beyond Golden Path scripts. Do not paste these into SKILL.md or scenes from memory.

Cooldown strategies

Strategy When Notes
Per-ability Default Independent timers per ability_id — see ability_manager.gd
Global cooldown (GCD) Anti-spam hotbars 0.5–1.5s shared lock after any cast
Shared family cooldown Hearthstone-style summons One timer blocks all abilities in a tag group
Charge recharge Mobility spells charge_ability.gd — tick in _physics_process

Status effects — duplicate trap

CAUTION: Applying a status template without duplicate(true) mutates the shared .tres for every character. Always append effect_template.duplicate(true) in status_effect_manager.gd.

Tick process_tick on the physics step via the manager's _physics_process, not _process, so DoT timing stays deterministic under frame spikes.

Cooldown persistence (save/load)

WHY absolute end timestamps: Saving raw remaining_time floats lets players roll back the clock or reload to wipe cooldowns.

# Save: ability_id -> unix_time_when_cooldown_ends
data[ability_id] = Time.get_unix_time_from_system() + remaining

# Load:
remaining = max(0.0, data[ability_id] - Time.get_unix_time_from_system())

Animation lock

Gate can_use while is_casting or attack animations play. Wire AnimationPlayer.animation_started/finished to flip is_casting — interrupting mid-cast without on_cancel() refunds causes desync.

Combo chains

combo_tracker.gd — windowed sequences; finisher abilities stay normal AbilityResource entries granted only via combo_triggered signal.

Skill tree architecture

  • Progression data: skill_node.gd + skill_tree_manager.gd — duplicate templates per player save.
  • Combat casts: Scene-scoped ability_manager.gd on the caster — skill tree grants Resources; never get_node("/root/AbilityManager") for combat.
  • Design-time graphs: @tool GraphEdit visualizer for prerequisite auditing (optional editor script).

Networking

ability_caster_network.gd — client predicts VFX/audio immediately; server validates costs and emits confirm/cancel RPCs. Server wins on mismatch.

Object pooling policy

GDScript refcounting makes pools optional for light VFX. Do pool when profiler shows allocation spikes from high-frequency projectiles/AoE spawn/despawn.

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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Signed by skilld at 4c4d0ff. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

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