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Godot Rpg Stats

Community
thedivergentai
godot-rpg-stats

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-rpg-stats
Stars
782
Forks
48
Bundled files
17
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.

  • 17 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 Rpg Stats 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.
    https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-rpg-stats
  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-rpg-stats .claude/skills/godot-rpg-stats
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Rpg Stats 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 Rpg Stats 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 Rpg Stats 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.

Available Scripts

MANDATORY by scenario — read before implementing:

base_stats_resource.gd

Core data container for base attributes (Str, Dex, Int) and derived scaling rules.

status_effect_data.gd

Serialized buff/debuff definition using StatusEffectData.Type { ADDITIVE, MULTIPLICATIVE, OVERRIDE }.

stats_component_reactive.gd

Orchestrator for JIT (Just-In-Time) stat calculation with active modifier stacking.

exp_progression_resource.gd

Data-driven level-up curve definition using growth factors and base XP.

dynamic_stat_label_sync.gd

Reactive UI hook for syncing Labels to stat changes without polling.

damage_formula_handler.gd

Centralized RefCounted utility for complex combat math and damage calculations.

stat_modifier_stacking.gd

Logic for handling unique vs. stackable buffs and refreshing durations.

resource_stat_inheritance.gd

Pattern for extending base stats with specialized attributes (Elemental Resists).

persistent_character_stats.gd

Managing the serialization of character progression to .tres files.

level_up_system.gd

Logic for awarding experience and triggering level-up benefits.

rpg_stat_resource.gd

Capped base stat Resource with setter clamps + stat_changed signal.

derived_stat_resource.gd

Derived stat that recalculates when base stat dependencies change.

equipment_tooltip_helper.gd

BBCode equipment comparison tooltips (_make_custom_tooltip).

NEVER Do in RPG Stats

  • NEVER use integers for percentages — Always use float (0.0–1.0 or 0.0–100.0) to avoid truncation.
  • NEVER modify current_health without emitting signals — UI desyncs without broadcasts.
  • NEVER rely solely on additive modifiers — Use multiplicative or hybrid scaling for long progressions.
  • NEVER add modifiers without a unique ID or Key — Required to remove specific effects.
  • NEVER use exponential XP formulas without a growth cap — Uncapped pow() overflows or soft-locks levels.
  • NEVER forget to clamp derived values — Negative vitality must not yield negative max HP (maxi(val, 1)).
  • NEVER perform heavy stat recalculations in _process() — Recalc only on modifier/base change (reactive).
  • NEVER hardcode stat names in logic — Use StringNames or enums.
  • NEVER store temporary runtime buffs in a permanent Save Resource — Strip short-duration modifiers before serialize.
  • NEVER calculate damage directly in the Character script — Centralize in damage_formula_handler.gd.
  • NEVER invent Dictionary-only modifier APIs in examples — Align with StatusEffectData.Type and the stacking scripts.

Decision Tree

LayerResponsibilityScript
Resource templateDesigner-authored base attributes, curves, inheritancebase_stats_resource.gd, exp_progression_resource.gd, resource_stat_inheritance.gd
Runtime StatsComponentDuplicate/instance template, apply/remove modifiers, emit signals, JIT derived statsMANDATORY stats_component_reactive.gd + stat_modifier_stacking.gd
StatusEffectDataTyped buff rows (ADDITIVE / MULTIPLICATIVE / OVERRIDE)status_effect_data.gd
DamageFormula (RefCounted)Pure combat math shared by Player/NPCMANDATORY damage_formula_handler.gd
PersistenceSave progression; strip runtime buffs firstpersistent_character_stats.gd
UI syncLabels listen to signals — no pollingdynamic_stat_label_sync.gd

Do not paste beginner class_name Stats / Dictionary equipment tutorials — route to the scripts above.


API alignment (StatusEffectData)

gdscript
# Author buffs as Resources — not ad-hoc Dictionary modifiers
var haste := StatusEffectData.new()
haste.name = "Haste"
haste.type = StatusEffectData.Type.MULTIPLICATIVE
haste.attribute = "speed"
haste.value = 1.25
haste.duration = 8.0

var flat_str := StatusEffectData.new()
flat_str.type = StatusEffectData.Type.ADDITIVE
flat_str.attribute = "strength"
flat_str.value = 5.0

var break_def := StatusEffectData.new()
break_def.type = StatusEffectData.Type.OVERRIDE
break_def.attribute = "defense"
break_def.value = 0.0

Stacking / refresh / unique-vs-stackable behavior: MANDATORY stat_modifier_stacking.gd. Apply through stats_component_reactive.gd so derived stats recalc once per change.


Elite reminders (script-backed)

  1. Caps — rpg_stat_resource.gd; clamp on setters; never allow overflow attributes.
  2. Dependency graphs — derived_stat_resource.gd; derived stats recalc from signals when bases change — never _process.
  3. Equipment — Register/remove modifier IDs on equip/unequip via stacking API; tooltips via equipment_tooltip_helper.gd.

Deep dive (load on demand)

Equipment hooks, damage formula, skill gates, elite cap/derived/tooltip patterns — references/elite-stat-patterns.md.

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 — why base stats, curves, and status effects belong on Resource templates you duplicate or instance per character.
  • Resource — duplicate(), resource_local_to_scene, and shared-vs-unique semantics that prevent every enemy sharing one HP Resource.
  • GDScript exported properties — @export / @export_group so designers tune attributes and scaling in the Inspector without code edits.
  • Using signals — stat_changed / stats_recalculated so UI and derived stats react without _process polling.
  • Saving games — serialize progression Resources and strip runtime-only buffs before write.
  • File paths in Godot projects — user:// vs res:// for persistent character .tres saves.
  • ResourceSaver — write character stats Resources to disk after level-ups.
  • ResourceLoader — exists / load paths when restoring progression on boot.
  • RefCounted — keep damage formulas and pure combat math off the scene tree.
  • Random number generation — seeded crit / variance rolls that stay reproducible in balance tests.
  • Label — bind text to signal-driven attribute refresh for HUD sync.
  • SceneTree — create_timer for timed buff expiry without a per-effect Node.

Related Skills

Prerequisites
Complements
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

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 Rpg Stats AI skill do?

Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP.

Why use Godot Rpg Stats on TypingMind?

Because you install it once and use it with any model. Godot Rpg Stats 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 Rpg Stats in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-rpg-stats. 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 Rpg Stats?

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 Rpg Stats?

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

Is the Godot Rpg Stats 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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