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/godot-master

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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

This session only. Nothing lands on disk.

referencesgenre-action-rpg-arpg-subsystems-deep.md

≈868 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

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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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