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Godot Genre Moba

Community
thedivergentai
godot-genre-moba

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-genre-moba
Stars
727
Forks
43
Bundled files
20
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.

  • 20 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 Genre Moba 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-genre-moba .claude/skills/godot-genre-moba
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Genre Moba 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 Genre Moba 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 Genre Moba 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.

NEVER Do (Expert Anti-Patterns)

Networking & Authority

  • NEVER trust the client for damage calculation or resource costs; strictly validate mana, ranges, and hit detection on the authoritative server using multiplayer.is_server().
  • NEVER use TRANSFER_MODE_RELIABLE for continuous movement; strictly use UNRELIABLE or UNRELIABLE_ORDERED for position/velocity to prevent network congestion.
  • NEVER sync units at 60Hz; strictly use a lower tick rate (10-20Hz) via MultiplayerSynchronizer and implement Interp/Client-Side Prediction for visual smoothness.
  • NEVER attach individual synchronizers to hundreds of minions; strictly batch state updates into compressed byte arrays via a central manager.
  • NEVER synchronize complex Engine objects directly; strictly serialize state into primitive properties or Dictionaries for reliable peer-to-peer sync.

AI & Pathfinding

  • NEVER use expensive pathfinding for all minions every frame; strictly use Time Slicing to spread get_next_path_position() calls across multiple frames.
  • NEVER query NavigationAgent paths inside _process(); strictly use _physics_process() to interact with the navigation server and avoidance systems.
  • NEVER use complex visual geometry for NavMesh baking; parse simple primitives to avoid stalling the RenderingServer or crashing the engine.
  • NEVER set path_search_max_polygons too low in large maps; agents will stop or walk incorrectly if the limit is reached before the destination.
  • NEVER use Area2D for high-performance Fog of War LOS; strictly use nodeless physics queries (intersect_ray) to bypass node overhead.

Gameplay & Balancing

  • NEVER forget Tower "Dive" protection; towers MUST switch targets immediately if an enemy Hero damages an allied Hero within range (Priority: Hero attacking Ally > Minion > Hero).
  • NEVER allow "Snowballing" without counter-play; strictly implement Comeback Mechanisms (Kill Bounties, Catch-up XP) to maintain competitive tension.
  • NEVER manage hero stats as standard Node variables; strictly use custom Resource scripts for data separation and memory efficiency.
  • NEVER forget to call duplicate(true) on shared ability Resources; modifying a buff on a shared resource will affect all heroes globally.

Technical & Performance

  • NEVER use standard strings for status checks (e.g., "stunned"); strictly use StringName (&"stunned") for pointer-speed comparisons.
  • NEVER loop over massive Fog of War grids with floats; strictly use Vector2i and TileMapLayer to prevent precision jitter.
  • NEVER execute heavy world/minimap logic on the main thread; strictly offload complex array math to WorkerThreadPool to maintain 60+ FPS.
  • NEVER rigidly couple UI cooldowns to Hero scripts; strictly use a Signal Bus or Callable bindings for decoupled architecture.
  • NEVER evaluate exact floating-point equality (==); strictly use is_equal_approx() for range, cooldown, and mana validations.

Decision Tree: Solo prototype vs authoritative 5v5

GoalLoad firstSkip / defer
Solo lane prototype (1 hero, local waves, no peers)tower_priority_aggro.gd, weighted_target_selector.gd, skill_shot_indicator.gd, hero_state_machine.gdserver_minion_sync, full fog grid, prediction
Authoritative 5v5 (dedicated/listen server)server_minion_sync.gd, synced_ability_controller.gd, fog_visibility_check.gd + fog_grid_mask.gd, minion_worker_pathfinder.gdClient-trusted damage, per-minion MultiplayerSynchronizer
Peer skillgodot-multiplayer-networking, godot-navigation-pathfinding, godot-ability-systemInventing a second networking stack inside this genre skill

🛠 Expert Components (scripts/)

Original Expert Patterns

  • skill_shot_indicator.gd - Mouse-driven targeting system for range, width, and direction visualization.
  • tower_priority_aggro.gd - Advanced AI for defensive towers following competitive priority rules. MANDATORY for tower dive/priority.

Modular Components


Core Loop

  1. Lane: Player farms minions for gold/XP in a designated lane.
  2. Trade: Player exchanges damage with opponent hero.
  3. Gank: Player roams to other lanes to surprise enemies.
  4. Push: Team destroys towers to open the map.
  5. End: Destroy the enemy Core/Nexus.

Skill Chain

PhaseSkillsPurpose
1. Controlrts-controlsRight-click to move, A-move, Stop
2. AIgodot-navigation-pathfindingMinion waves, Tower aggro logic
3. Combatgodot-ability-system, godot-rpg-statsQWER abilities, cooldowns, scaling
4. Networkgodot-multiplayer-networkingAuthority, lag compensation, prediction
5. Mapgodot-3d-world-buildingLanes, Jungle, River, Bases
6. Balancegodot-monte-carlo-balancerHero/asymmetry matrix (not sole AFK→pro)

Architecture Overview

1. Lane / Minion Waves (authoritative)

Do not invent inline lane_manager / minion_ai samples.

MANDATORY reads: server_minion_sync.gd for batched wave state; minion_worker_pathfinder.gd when agent count needs WorkerThreadPool; weighted_target_selector.gd for march→combat target picks. Spawn cadence stays data/timer-driven on the server; clients render from sync arrays.

2. Tower Aggro Logic

Priority: Hero attacking Ally > unit attacking Ally Hero > closest minion > closest hero.

MANDATORY read: tower_priority_aggro.gd. Compose with weighted_target_selector.gd for group ranks.

3. Fog of War

MANDATORY read: fog_visibility_check.gd for nodeless LoS; paint results into fog_grid_mask.gd. Never use Area2D overlap as the fog oracle.

4. Skill-Shot Ability Cycle

Implementation pattern for "QWER" targeting:

  1. Idle: Waiting for input.
  2. Telegraphed: Show indicator (skill_shot_indicator.gd) while mouse is held.
  3. Active: Spawn hitbox/projectile on release — under multiplayer, route through synced_ability_controller.gd.
  4. Recovery: Brief backswing animation where movement/casting is locked.

Key Mechanics Implementation

Click-to-Move (RTS Style)

Raycasting from camera to terrain.

gdscript
func _unhandled_input(event: InputEvent) -> void:
    if event.is_action_pressed("move"):
        var result = raycast_from_mouse()
        if result:
            nav_agent.target_position = result.position

Ability System (Data Driven)

Defining "Fireball" or "Hook" without unique scripts for everything.

gdscript
# ability_data.gd
class_name Ability extends Resource
@export var cooldown: float
@export var mana_cost: float
@export var damage: float
@export var effect_scene: PackedScene

Godot-Specific Tips

  • NavigationAgent3D: Use avoidance_enabled for minions so they flow around each other like water, rather than stacking.
  • MultiplayerSynchronizer: Sync Health, Mana, and Cooldowns. Do NOT sync position every frame if using Client-Side Prediction (advanced).
  • Fog of War: Use a SubViewport with a fog texture. Paint "holes" in the texture where allies are. Project this texture onto the terrain shader.

Common Pitfalls

  1. Snowballing: Winning team gets too strong too fast. Fix: Implement "Comeback XP/Gold" mechanisms (bounties).
  2. Pathfinding Lag: 100 minions pathing every frame. Fix: Distribute pathfinding updates over multiple frames (Time Slicing).
  3. Hacking: Client says "I dealt 1000 damage". Fix: Client says "I cast Spell Q at Direction V". Server calculates damage.

Advanced MOBA Meta-Systems

Professional implementation of match playback, network smoothing, and advanced jungle AI.

1. Match Replay System (Binary Serialization)

For high-performance match recording, use var_to_bytes() to serialize state dictionaries into a compressed binary format. Avoid JSON for replays to minimize disk I/O and file size.

gdscript
class_name ReplayManager extends Node

var frame_history: Array[PackedByteArray] = []

func record_frame(state: Dictionary) -> void:
    # Efficiently convert data to bytes
    frame_history.append(var_to_bytes(state))

func save_replay(match_id: String) -> void:
    var file := FileAccess.open("user://replays/" + match_id + ".dat", FileAccess.WRITE)
    if file:
        file.store_var(frame_history) # Stores the whole array as a variant
        file.close()

func play_frame(frame_index: int) -> Dictionary:
    return bytes_to_var(frame_history[frame_index])

2. Networked Interpolated Sync

Use Godot 4.x's built-in physics interpolation to mask network jitter. Combined with MultiplayerSynchronizer, this provides smooth hero movement even at low tick rates (15-20Hz).

gdscript
class_name HeroNetSync extends CharacterBody3D

func _ready() -> void:
    # Enable native engine interpolation for visual smoothness
    physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_ON
    
    if is_multiplayer_authority():
        setup_synchronizer()

func setup_synchronizer() -> void:
    var sync := $MultiplayerSynchronizer
    var config := SceneReplicationConfig.new()
    # Sync position/rotation via unreliable ordered packets
    config.add_property(NodePath(".:global_position"))
    sync.replication_config = config

3. Jungle-AI (Camp Leashing)

Implement a state machine for jungle monsters that monitors distance from their spawn point. If a hero draws them too far, they enter a "Leashing" state, becoming invulnerable and returning home.

gdscript
class_name JungleCreep extends CharacterBody3D

@export var leash_radius: float = 12.0
@onready var spawn_pos := global_position

func _physics_process(_delta: float) -> void:
    var dist_from_home := global_position.distance_to(spawn_pos)
    
    match state:
        State.CHASING:
            if dist_from_home > leash_radius:
                state = State.LEASHING
        State.LEASHING:
            # Move back to spawn_pos using NavigationAgent3D
            nav_agent.target_position = spawn_pos
            if global_position.distance_to(spawn_pos) < 1.0:
                state = State.IDLE
                health = max_health # Reset health on return

Expert Tip: Always use NavigationServer3D.map_get_iteration_id() to ensure the navigation map is fully synced before allowing AI to pathfind after spawning.

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

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

Related Skills

Prerequisites
Complements
  • godot-ability-system — Data-driven QWER cooldowns, costs, and effect scenes wired into authoritative cast validation.
  • godot-rpg-stats — Hero growth, armor/MR-style modifiers, and Resource-backed stats towers and abilities read.
  • godot-combat-system — Hit/hurt contracts for skill-shots, AA, and tower shots without hard class coupling.
  • godot-raycasting-queries — Deeper space-state recipes for fog LOS, dive checks, and click picking under load.
  • godot-signal-architecture — Decoupled ability UI binders and cast buses so cooldowns never live inside hero combat scripts.
  • godot-3d-world-building — Lane corridors, jungle geometry, and collision that match the navmesh bake surface.
  • godot-performance-optimization — Profiling and batching when minion sync arrays or fog grids threaten frame time.
  • godot-genre-rts — Shared click-to-move, selection, and fog-mask patterns when borrowing RTS control UX for MOBA heroes.
Downstream / consumers
Master
  • godot-master — Library router and mirrored entry for discovering MOBA patterns beside sibling domains.

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 Genre Moba AI skill do?

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

Why use Godot Genre Moba on TypingMind?

Because you install it once and use it with any model. Godot Genre Moba 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 Genre Moba in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-moba. 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 Genre Moba?

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 Genre Moba?

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

Is the Godot Genre Moba 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.

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