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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

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referencesability-system.md

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Architecture Decision: Where Does the Manager Live?

Scope Policy Script
Per character / enemy / turret Scene-scoped manager as child (default) ability_manager.gd or composition ability_container.gd on the entity
Shared unlock / loadout catalog across scenes Autoload catalog / progression only (ranks, unlock flags) — not live cast state Thin Autoload data; casts still go through the entity manager
Global "cast any ability anywhere" Autoload Avoid Breaks encapsulation and multiplayer authority

Resolved policy: Live cooldowns, GCD, and execute() run on a scene-scoped AbilityManager / AbilityContainer under the caster. Autoloads may store unlock ranks; they must not be the combat cast oracle. Skill-tree UI reads/writes progression data, then calls into the caster’s manager — never /root/AbilityManager.use_* for combat.

NEVER Do

  • NEVER tick cooldowns / status durations in _process() — Use _physics_process(delta) or one-shot Timers so cooldowns stay deterministic under frame spikes.
  • NEVER forget global cooldown (GCD) when design needs anti-spam — Small shared lock (0.5–1.5s) between casts when required.
  • NEVER hardcode ability effects in the manager — Strategy: each ability is a Resource / node with execute() (ability_resource.gd).
  • NEVER allow casts during animation lock — Gate on is_casting / anim signals.
  • NEVER save remaining cooldown floats without time normalization — Persist absolute end timestamps (Time.get_unix_time_from_system() + remaining).
  • NEVER put live combat cast state in a global Autoload — Scene-scoped manager (see decision table). Progression Autoloads are fine.
  • NEVER blindly ban or blindly require object pools — GDScript refcounting makes pool-optional for light VFX; do pool when spawn/despawn of projectiles/AoE is high-frequency or allocation shows up in the profiler. Prefer instantiate/queue_free until measured otherwise.
  • NEVER grow deep ability inheritance trees — Compose Resources + containers (godot-composition).

Golden Path (MANDATORY)

  1. ability_resource.gd — data + virtual execute()
  2. ability_manager.gd or ability_container.gd — scene-scoped cast/cooldown
  3. buff_stat.gd — when buffs/modifiers exist
  4. Damage resolution → godot-combat-system

Do NOT paste inline AbilityManager / ComboSystem / SkillTreeManager novels into scenes. Skill trees are progression UI + prerequisite graphs that grant Resources to the caster’s container.

Available Scripts

Cooldown & Status Timing Contract

  • Cooldown registry updates and status process_tick must use physics-frame delta (_physics_process) or Timer nodes owned by the container.
  • Hit detection from abilities stays on the physics tick when applying impulses / queries.
  • UI may read cooldown progress in _process; it must not own the truth.

Expert Techniques (short)

  • Dependency injection: parents inject caster context; abilities do not get_node("/root/Player").
  • Duck-typed hits: has_method(&"take_damage") / combat DamageData — see combat skill.
  • AoE: call_group or space queries; do not scan the whole tree each cast.
  • Networking: predict locally, authority validates can_use + costs (godot-multiplayer-networking).
  • Skill-tree visualizer: @tool GraphEdit for design-time graphs; runtime still grants Resources to scene managers.

Status Effects & Combos (critical WHY)

CAUTION: Status/buff templates applied at runtime must use duplicate(true). One poisoned .tres mutates every character sharing that asset — see status_effect_manager.gd.

  • Combos: combo_tracker.gd — sequence window + recipe table; finishers remain normal AbilityResource entries.
  • Charges: charge_ability.gd — recharge ticks belong on _physics_process, not UI _process.
  • Skill trees: skill_tree_manager.gd grants abilities to the caster's scene manager — progression Autoloads hold ranks only.
  • Save cooldowns: persist absolute end timestamps (Time.get_unix_time_from_system() + remaining), not raw remaining floats — prevents clock/load exploits.

MANDATORY for combos/charges/skill-tree/status/network depth beyond bullets above: elite-ability-patterns.md. Do NOT Load for a first AbilityResource + AbilityManager pass.

Reference

Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Resources, timers, signals, save, multiplayer). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.

Official Documentation

  • Resources — Ability definitions, buffs, and status effects should be Resource data (not hardcoded manager switches) so designers can author and share assets.
  • Resource — Use duplicate(true) when applying a status/buff template at runtime so one character’s ticking state cannot mutate the shared .tres for everyone.
  • GDScript exports — @export / @export_group power Inspector-tuned costs, cooldowns, prerequisites, and effect arrays on ability Resources.
  • Using signals — Emit ability_cast, ability_ready, and cooldown lifecycle signals so UI and VFX subscribe without coupling to AbilityManager internals.
  • Scene organization — Keep “signals up, calls down”: parents/UI listen; managers call into ability Resources/nodes rather than reaching globally for combat state.
  • Idle and Physics Processing — Tick cooldowns and GCD in _physics_process (fixed delta); avoid _process for cooldown math that desyncs under frame spikes.
  • Timer — One-shot Timer children are a clean composition pattern for per-ability cooldowns in container-style managers.
  • SceneTreeTimer — create_timer() / await patterns fit cast times and short buff durations without adding persistent Timer nodes for every cast.
  • Groups — AoE abilities should call_group (or query groups) instead of hand-rolled scene scans for every hit target.
  • Time — Persist cooldown end timestamps (get_unix_time_from_system() + remaining), not raw remaining floats, across save/load.
  • Saving games — Serialize ability unlock ranks and absolute cooldown end times with the rest of player progression data.
  • High-level multiplayer — Authoritative cast validation + @rpc confirmation/cancel is the engine baseline for predicted ability casts.

Related Skills

Prerequisites
  • godot-resource-data-patterns — Abilities, buffs, and skill-tree nodes are Resource-first; load this before inventing custom serialization or inheritance trees for ability data.
  • godot-signal-architecture — Cast/ready/cooldown signals and UI hooks depend on disciplined signal ownership so AbilityManager stays decoupled from characters and HUD.
  • godot-composition — Prefer AbilityContainer / component nodes over deep BaseAbility → MagicAbility → FireAbility inheritance for runtime behavior.
  • godot-gdscript-mastery — Virtual execute() / can_cast(), typed Resources, and await-on-timer cast flows assume solid GDScript patterns.
Complements
  • godot-combat-system — Damage, hit reactions, and targeting pipelines consume ability execute() results; keep DamageData separate from ability metadata.
  • godot-rpg-stats — Mana/stamina costs, stat bonuses from skill ranks, and buff multipliers need a consistent stats/modifier layer.
  • godot-input-handling — Hotbar / action-map input should call can_use / use_ability rather than embedding cooldown logic in input callbacks.
  • godot-animation-player — Animation lock and cast telegraphs gate ability spam; wire AnimationPlayer start/finish into is_casting.
  • godot-state-machine-advanced — Cast, channel, and interrupt states belong in a character state machine that asks the ability manager, not the other way around.
  • godot-save-load-systems — Skill ranks, unlock flags, and absolute cooldown end times must round-trip through the project save schema.
Downstream / consumers
  • godot-monte-carlo-balancer — After cooldowns, costs, and damage/effect Resources are tunable, Monte Carlo loadout sims prove ability DPS/uptime bands before shipping curves.
  • godot-multiplayer-networking — Predicted casts, authority checks, and rollback of failed RPCs build on the ability manager’s can_use / execute split.
  • godot-genre-action-rpg — Action-RPG skill bars, skill trees, and ability chaining assemble this skill with combat, stats, and progression genre glue.
  • godot-inventory-system — Consumable scrolls, skill books, and equipment that grants abilities bridge inventory grants into AbilityManager registration.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

Source: SKILL.md on GitHub

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