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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-romance.md

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Core Loop

  1. Meet: Encounter potential love interests and establish baseline rapport.
  2. Date: Engage in structured events to learn preferences and test compatibility.
  3. Deepen: Invest resources (time, gifts, choices) to increase affection/stats.
  4. Branch: Story diverges into character-specific "Routes" based on major milestones.
  5. Resolve: Reach a specialized ending (Good/Normal/Bad) based on relationship quality.

NEVER Do (Expert Anti-Patterns)

Romance & NPC Logic

  • NEVER create "Vending Machine" romance; strictly incorporate variables like NPC Mood, Timing, and Multi-Stat Thresholds to ensure characters feel autonomous.
  • NEVER use binary Affection (Love/Hate); strictly use a Multi-Axial Model (Attraction, Trust, Comfort) for believable psychological depth.
  • NEVER focus on 100% opaque stats; strictly provide Visible Indicators (heart UI, blushing text, pulsing hearts) to help players make informed choices.
  • NEVER use the "Same Date Order" trap; strictly implement a Repetition Penalty (~30%) for visiting the same location twice in a row.
  • NEVER forget "Missable" Milestones; strictly ensure meaningful consequences (e.g., missing events due to poor scheduling) to add weight to the experience.
  • NEVER ignore NPC Autonomy; strictly allow NPCs to have their own Schedules and the ability to Reject the player based on low trust or conflicting events.
  • NEVER use polling (_process) for NPC schedule checks; strictly use a Signal-Driven TimeManager (Autoload) to broadcast hour/day changes for performant state updates.
  • NEVER hardcode character references for jealousy logic; strictly use Groups (add_to_group) to broadcast romantic events across the scene for decoupled, autonomous NPC reactions.

Technical & UI

  • NEVER use _process for typewriter text; strictly use Tweens on visible_ratio for frame-independent, smooth reveals.
  • NEVER parse massive narrative files on the main thread; strictly use ResourceLoader.load_threaded_request() to prevent transition stutters.
  • NEVER use exact float math for affection checks; strictly use is_equal_approx() to avoid jitter-based logic failures.
  • NEVER structure complex dialogue purely in code; strictly design dialogue trees as Custom Resource classes to decouple narrative data from logic.
  • NEVER rely on the global OS clock for timed choices; strictly use SceneTreeTimer which respects Engine.time_scale and pause states.
  • NEVER leave invisible controls with MOUSE_FILTER_STOP; strictly set to IGNORE or PASS on non-opaque layers to avoid blocking dialogue progression.
  • NEVER hardcode dialogue strings; strictly map text to Localization Keys and retrieve via tr() for internationalization.
  • NEVER use absolute pixel positioning for interfaces; strictly rely on Anchoring & Containers for responsive scaling across devices.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. affection_manager.gd — multi-axial Attraction/Trust/Comfort
  2. date_event_system.gd — dates + repetition penalty
  3. route_manager.gd — route lock / CG flags

Original Expert Patterns

Modular Components


Core Loop

  1. Meet → 2. Schedule / talk → 3. Date / gift → 4. Milestone → 5. Route lock or continue parallel

Decision Trees

Affection & dialogue

Need Action
Multi-axis stats MANDATORY affection_manager.gd
Global HUD / jealousy groups global_affection_tracker.gd + call_group
Mood-gated lines romance_mood_manager.gd
Portrait tags dialogue_expression_parser.gd

Routes vs parallel dating

Situation Choice
Early game exploration Keep routes unlocked; raise Attraction freely; Trust gates deeper personal scenes
Mid-game exclusive confession Lock route via route_manager.gd when Trust ≥ threshold and player accepts — freeze rival romance flags
Parallel dating fantasy Allow multiple Attraction tracks, but jealousy groups cut Trust on discovered overlaps
Confession readiness Attraction opens the prompt; Trust decides success vs soft rejection; Comfort reduces timed-choice panic fail

Do not re-inline affection/date/route class stubs — load the scripts above.

Skill Chain

Phase Skills Purpose
1. Stats dictionaries, resources Multi-axis affection
2. Timeline autoload-architecture, signals Schedules / days
3. Narrative godot-dialogue-system, visual-novel Branching choices
4. Persist godot-save-load-systems Routes, CGs, flags
5. Juice ui-theming, godot-tweening Hearts / blush

Common Pitfalls

Pitfall Solution
Vending-machine romance Multi-axis + repetition penalty on dates
Opaque stats Surface Attraction/Trust/Comfort deltas in UI
Garbled script index Use filenames above (no broken path fragments)

MANDATORY for depth beyond decision trees and script catalog: romance-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.

Architecture Overview

1. Affection Manager (The Heart)

Handles complex relationship stats and gift preferences for all characters.


## Godot-Specific Tips

*   **Resources for Characters**: Use `CharacterProfile` resources to store base stats, sprites, and gift preferences.
*   **RichTextLabel Animations**: Use custom BBCode for "blushing" text (pulsing pink) or "nervous" text (shaking).
*   **Dialogic Integration**: While this skill focuses on the *systems*, pairing it with Godot's **Dialogic** plugin is highly recommended for handling the actual dialogue boxes.

## Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API;
> load Related Skills when routing work to a peer domain — do not preload the whole lattice.

### Official Documentation
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Author `CharacterProfile`, date locations, and seasonal dialogue as data Resources instead of hardcoded trees.
- [Singletons (Autoload)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — Host TimeManager / global affection trackers so schedules and stats survive scene changes.
- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Drive milestones, `stats_changed`, and hour/day clocks without `_process` polling.
- [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — Broadcast date starts to `romantic_interests` for jealousy without hardcoding NPC refs.
- [BBCode in RichTextLabel](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html) — Blush, shake, and custom emotive effects for dating-sim dialogue juice.
- [Evaluating expressions](https://docs.godotengine.org/en/stable/tutorials/scripting/evaluating_expressions.html) — Gate choices with runtime `Expression` checks against affection / route flags.
- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persist routes, CG gallery unlocks, and multi-axis relationship dictionaries.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — Thread-load large narrative Resources so route transitions do not hitch.
- [Internationalizing games](https://docs.godotengine.org/en/stable/tutorials/i18n/internationalizing_games.html) — Map dialogue and choice text through `tr()` / localization keys.
- [Size and anchors](https://docs.godotengine.org/en/stable/tutorials/ui/size_and_anchors.html) — Keep heart UI and choice panels responsive without absolute pixel layouts.
- [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — Timed choices and romance menus must respect `SceneTree` pause / `time_scale`.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Typewriter `visible_ratio` and heart-burst pulses without `_process` timers.

### Related Skills

#### Prerequisites
- [godot-resource-data-patterns](resource-data-patterns.md) — Character profiles, gift tables, and `DateLocation` data belong in typed Resources before wiring affection math.
- [godot-autoload-architecture](autoload-architecture.md) — Global affection / TimeManager singletons need correct boot order and ownership so route state is not scene-local.
- [godot-signal-architecture](signal-architecture.md) — Milestone, mood, and schedule buses must stay Signal-Up so UI and NPCs never poll relationship dictionaries.
- [godot-dialogue-system](dialogue-system.md) — Branching conversation trees and choice consequences are the narrative substrate under affection gates.

#### Complements
- [godot-genre-visual-novel](genre-visual-novel.md) — Pair route locks and CG gallery with VN presentation (portraits, backgrounds, advance UX).
- [godot-ui-rich-text](ui-rich-text.md) — Custom BBCode / RichTextEffect patterns for blushing, nervous shake, and meta-linked choices.
- [godot-tweening](tweening.md) — Typewriter reveals, portrait crossfades, and heart-burst juice without frame-tied timers.
- [godot-save-load-systems](save-load-systems.md) — Serialize multi-axis stats, route flags, and gallery unlocks with a real save pipeline.
- [godot-inventory-system](inventory-system.md) — Gift items and diminishing-return histories plug into affection via inventory ownership.
- [godot-ui-theming](ui-theming.md) — Heart meters, blush chrome, and choice panels stay consistent across romance UI scenes.

#### Downstream / consumers
- [godot-monte-carlo-balancer](monte-carlo-balancer.md) — Tune gift values, date thresholds, and repetition penalties so routes stay reachable without grind or soft-locks.
- [godot-quest-system](quest-system.md) — Expose confession deadlines and missable milestones as timed quest gates on the calendar.
- [godot-audio-systems](audio-systems.md) — Mood overlays and route beats usually need BGM / stinger buses coordinated with affection events.

#### Master
- [godot-master](../SKILL.md) — Library router and mirrored module entry for discovering romance peers (dialogue, VN, save, UI).

Source: SKILL.md on GitHub

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