Godot Economy System logo

Godot Economy System

Community
thedivergentai
godot-economy-system

Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-economy-system
Stars
727
Forks
43
Bundled files
16
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 16 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Economy System AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-economy-system .claude/skills/godot-economy-system
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Economy System in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Economy System on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Economy System is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Decision Tree: Currency Representation

Economy typeStore asWhy
Soft currency (gold, scrap) with UI decimalsint cents / smallest unitExact math; display value / 100.0
Premium / idle quantities >> 2^31BigInt / multi-limb int (or carefully scaled float only if approx OK)32-bit int caps ~2.1B
Multiplayer / persistent walletAuthoritative int (or BigInt) on serverClient never finalizes spends
Prices with fractional display onlyStill int smallest unitAvoid 0.1 + 0.2 float drift

NEVER mix "use float for money" and "never use float for money" without this tree — pick one column and stick to it.

NEVER Do in Economy Systems

  • NEVER skip buy/sell spread — Same buy/sell price = infinite money.
  • NEVER skip currency sinks — Repairs, taxes, fees, consumables prevent inflation.
  • NEVER validate spends only on the client — Server/host is source of truth in multiplayer.
  • NEVER hardcode loot weights in scripts — Use Resources (loot_table_weighted.gd).
  • NEVER subtract before current >= amount — Underflow / negative wallets corrupt saves.
  • NEVER let UI mutate balances directly — UI requests; wallet_manager_singleton.gd / transaction_manager.gd decides.
  • NEVER ignore transaction logs in serious RPGs — Audit trail for missing currency.
  • NEVER exceed max caps without clamping — Cap before wrap / overflow.

Golden Path (MANDATORY)

  1. currency_resource.gd — denomination metadata
  2. wallet_manager_singleton.gd — balances + signals
  3. transaction_manager.gd — validated spend/grant pipeline
  4. Shop / loot / UI only after wallet+transactions exist

Delete ad-hoc EconomyManager gold tutorials — do not re-inline wallet logic in scenes.

Decision Points → Scripts

TaskLoadDo NOT Load
Balances / Autoload walletwallet_manager_singleton.gdInline gold ints on Player
Spend/grant validationtransaction_manager.gdUI calling gold -= n
Shop buy/sell + stockshop_item_data.gd + shop_system_logic.gdEqual buy/sell prices
Sales / reputation pricingdynamic_price_modifier.gd
Weighted lootloot_table_weighted.gdHardcoded % in enemy scripts
Loot → wallet bridgeloot_drop_economy_bridge.gd
HUD synccurrency_label_sync.gdPolling wallet in _process without signals
Save walleteconomy_persistence_handler.gd
Pickup VFXcurrency_pickup_effect.gd
Multi-item bartertrade_contract_resource.gd

Available Scripts (full catalog)

Elite Deltas

MANDATORY for GPM logging, dynamic valuation, and moved shop/loot tutorials: economy-elite-patterns.md. Do NOT Load for wallet + transaction golden path only.

Reference

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

Official Documentation

  • Resources — Currencies, shop items, loot tables, and trade contracts belong as shareable Resource assets so designers can retune prices and drop weights without code changes.
  • Resource — Use duplicate() when applying runtime price modifiers or per-merchant stock so one shop cannot mutate the shared .tres template for every vendor.
  • GDScript exports@export buy/sell spreads, stock caps, currency ids, and loot weights so economy balance stays Inspector-driven.
  • Singletons (Autoload) — A WalletManager Autoload is the engine-supported pattern for balances that must survive scene changes (world ↔ shop ↔ menu).
  • Autoloads versus regular nodes — Keep global wallet state in Autoload; keep merchant UI and one-off shop logic as scene nodes so tests and multiplayer authority stay composable.
  • Using signals — Emit balance_changed / transaction_failed so HUD labels and pickup VFX subscribe without writing wallet balances from the UI.
  • Saving games — Persist wallet dictionaries (and stocked shop state) with the rest of progression data; never leave soft currency only in memory.
  • FileAccess — Read/write save payloads that include economy blobs; pair with project user:// paths for player-writable balance files.
  • JSON — Serialize currency_id → amount dictionaries as JSON-compatible structures for transparent save/load and analytics dumps.
  • Random number generation — Weighted loot and drop rolls must use Godot RNG APIs (randf, seeded RNG) rather than ad-hoc modulo hacks.
  • RandomNumberGenerator — Seedable RNG instances make loot-table Monte Carlo and deterministic balance tests reproducible.
  • High-level multiplayer — Spend/grant validation must be authoritative on the server; clients request transactions and apply confirmed balance RPCs only.

Related Skills

Prerequisites
  • godot-resource-data-patterns — Currency, ShopItem, LootTable, and TradeContract definitions are Resource-first; load this before inventing parallel data formats for prices and drops.
  • godot-autoload-architecture — WalletManager as Autoload needs disciplined ownership, init order, and namespacing so economy state does not become a god-object dump.
  • godot-signal-architecture — Balance and transaction signals must stay “signal up / call down” so UI never mutates the wallet directly.
  • godot-gdscript-mastery — Typed Resources, Dictionary wallets, and atomic purchase helpers assume solid GDScript patterns (guards before subtract, no float money).
Complements
  • godot-inventory-system — Buy/sell and barter are atomic wallet↔inventory exchanges; stock and capacity checks belong with inventory, not only with price math.
  • godot-save-load-systems — Economy persistence handlers should plug into the project save schema (versioning, migrate, encrypt premium balances if needed).
  • godot-rpg-stats — Charisma/reputation discounts and sink costs (repairs) need a consistent modifier layer rather than hardcoding multipliers in the shop UI.
  • godot-ui-containers — Shop screens and currency HUD layouts should bind to wallet signals; containers own presentation, WalletManager owns truth.
  • godot-quest-system — Quest gold rewards and turn-in sinks are major currency sources/sinks; wire rewards through the transaction API, not ad-hoc gold +=.
  • godot-combat-system — Loot-drop bridges listen to combat/loot events and grant funds without embedding economy rules inside damage pipelines.
Downstream / consumers
  • godot-monte-carlo-balancer — After sinks, loot weights, and shop spreads are Resource-driven, Monte Carlo farm/career sims prove inflation and time-to-afford bands before shipping curves.
  • godot-multiplayer-networking — Predicted UI spends and authoritative grant/spend RPCs build on the wallet’s request/validate/apply split.
  • godot-genre-idle-clicker — Idle/prestige currencies and sink loops assemble this skill with long-horizon balance and offline accrual genre glue.
  • godot-genre-action-rpg — Action-RPG shops, crafting sinks, and drop economies compose wallet + inventory + loot tables for progression pacing.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Economy System AI skill do?

Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity.

Why use Godot Economy System on TypingMind?

Because you install it once and use it with any model. Godot Economy System is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Economy System in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-economy-system. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Economy System?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Economy System?

As many as you like. As long as a model supports skills, you can use Godot Economy System with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Economy System AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇