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Agent Skill · 开发

godot-ability-system(戈多能力系统)

godot-ability-system 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-ability-system 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 9,896。

总安装 2,496周安装 104GitHub Stars 137下载 832核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-ability-system(戈多能力系统)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-ability-system
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-ability-system
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-ability-system

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

godot-ability-system 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。适用于 GitHub 仓库管理和代码协作相关任务。

围绕仓库状态、代码变更或协作事项进行整理。安装命令:npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-ability-system。建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

来源仓库内路径:skills/godot-ability-system

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

godot-ability-system 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-ability-s…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-ability-system 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

godot-ability-system 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

godot-ability-system 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

godot-ability-system 用的人多吗?

公开数据是累计安装 2,496 次,近一周安装 104 次,下载 832 次,GitHub 137 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

godot-ability-system 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
godot-ability-system

戈多能力系统 · 本页

2,496137只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Ability System

Expert guidance for building flexible, extensible ability systems.

NEVER Do

  • NEVER use _process() for cooldown tracking — Use timers or manual delta tracking in _physics_process(). _process() has variable delta and causes cooldown desync in slow frames.
  • NEVER forget global cooldown (GCD) — Without GCD, players spam instant abilities. Add a small universal cooldown (0.5-1.5s) between all ability casts.
  • NEVER hardcode ability effects in manager code — Use the Strategy pattern. Each ability is a Resource with execute() method, not a giant switch statement.
  • NEVER allow ability use during animation lock — Check is_casting or animation_playing before allowing new casts. Interrupting animations breaks state machines.
  • NEVER save cooldown state without time normalization — Save "cooldown_end_time" (OS.get_unix_time() + remaining), not "remaining_time". Prevents exploits (change system clock, reload game).
  • NEVER use Singletons (Autoloads) for combat managers — Centralizing combat state in a global object makes tracking bugs difficult and breaks encapsulation. Keep abilities and stats scoped to the scenes that actually use them.
  • NEVER use Object Pooling with GDScript — GDScript uses reference counting memory management, so you generally do not need to pool instantiated abilities or projectiles. Simply instantiate and queue_free().
  • NEVER rely on deep inheritance trees — Avoid having a BaseAbility -> MagicAbility -> FireAbility inheritance hell. Use node composition instead.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

ability_manager.gd

Ability orchestration with cooldown registry, can_use checks, and visual cooldown progress. Decoupled from character logic for use on players, enemies, or turrets.

ability_resource.gd

Scriptable ability resource base class with metadata, stats, and effects array. Virtual execute() method for inheritance (ProjectileAbility, BuffAbility).

buff_stat.gd

Resource-Driven Buff System setup. Extends Resource and creates highly modular, drag-and-drop ability data.


Architecture Patterns

Resource-Based Abilities

# ability_base.gd - Base class for all abilities
class_name Ability
extends Resource

@export var ability_id: String
@export var display_name: String
@export var icon: Texture2D
@export var description: String

@export_group("Costs")
@export var mana_cost: int = 0
@export var stamina_cost: int = 0
@export var health_cost: int = 0  # Life tap abilities

@export_group("Timing")
@export var cooldown: float = 5.0
@export var cast_time: float = 0.0  # 0 = instant
@export var channel_time: float = 0.0  # Channeled abilities

@export_group("Unlocking")
@export var unlock_level: int = 1
@export var prerequisites: Array[String] = []  # Other ability IDs

## Override these
func can_cast(caster: Node) -> bool:
    return true  # Additional checks (range, target, etc.)

func execute(caster: Node, target: Node = null) -> void:
    pass  # Ability effect

func on_cast_start(caster: Node) -> void:
    pass  # Animation, effects

func on_cast_complete(caster: Node) -> void:
    execute(caster)

func on_cancel(caster: Node) -> void:
    pass  # Refund resources

Concrete Ability Example

# fireball.gd
class_name FireballAbility
extends Ability

@export var damage: int = 50
@export var projectile_scene: PackedScene
@export var range: float = 500.0

func can_cast(caster: Node) -> bool:
    var target = caster.get_target()
    if not target:
        return false

    var distance := caster.global_position.distance_to(target.global_position)
    return distance <= range

func execute(caster: Node, target: Node = null) -> void:
    var projectile := projectile_scene.instantiate()
    caster.get_parent().add_child(projectile)
    projectile.global_position = caster.global_position
    projectile.target = target
    projectile.damage = damage

Ability Manager (Centralized)

Core Manager

# ability_manager.gd
class_name AbilityManager
extends Node

signal ability_cast(ability_id: String)
signal ability_ready(ability_id: String)
signal cooldown_started(ability_id: String, duration: float)

var abilities: Dictionary = {}  # ability_id → Ability
var cooldowns: Dictionary = {}  # ability_id → float (time remaining)
var is_casting: bool = false
var global_cooldown: float = 0.0  # GCD timer

@export var gcd_duration: float = 1.0  # Global cooldown

func register_ability(ability: Ability) -> void:
    abilities[ability.ability_id] = ability
    cooldowns[ability.ability_id] = 0.0

func can_use_ability(ability_id: String, caster: Node) -> bool:
    var ability := abilities.get(ability_id) as Ability
    if not ability:
        return false

    # Check GCD
    if global_cooldown > 0.0:
        return false

    # Check specific cooldown
    if cooldowns.get(ability_id, 0.0) > 0.0:
        return false

    # Check if already casting
    if is_casting and ability.cast_time > 0.0:
        return false

    # Check resources
    if not has_resources(caster, ability):
        return false

    # Ability-specific checks
    return ability.can_cast(caster)

func use_ability(ability_id: String, caster: Node, target: Node = null) -> bool:
    if not can_use_ability(ability_id, caster):
        return false

    var ability := abilities[ability_id]

    # Consume resources
    consume_resources(caster, ability)

    # Start cast
    if ability.cast_time > 0.0:
        start_cast(ability, caster, target)
    else:
        # Instant cast
        ability.execute(caster, target)
        trigger_cooldown(ability_id, ability.cooldown)

    ability_cast.emit(ability_id)
    return true

func start_cast(ability: Ability, caster: Node, target: Node) -> void:
    is_casting = true
    ability.on_cast_start(caster)

    # Create timer for cast completion
    var timer := get_tree().create_timer(ability.cast_time)
    await timer.timeout

    if is_casting:  # Not interrupted
        ability.on_cast_complete(caster)
        trigger_cooldown(ability.ability_id, ability.cooldown)

    is_casting = false

func interrupt_cast() -> void:
    if is_casting:
        is_casting = false
        # Trigger ability.on_cancel() if needed

func trigger_cooldown(ability_id: String, duration: float) -> void:
    cooldowns[ability_id] = duration
    global_cooldown = gcd_duration
    cooldown_started.emit(ability_id, duration)

func _physics_process(delta: float) -> void:
    # Tick cooldowns
    for ability_id in cooldowns.keys():
        if cooldowns[ability_id] > 0.0:
            cooldowns[ability_id] -= delta
            if cooldowns[ability_id] <= 0.0:
                ability_ready.emit(ability_id)

    # Tick GCD
    if global_cooldown > 0.0:
        global_cooldown -= delta

func has_resources(caster: Node, ability: Ability) -> bool:
    return (caster.mana >= ability.mana_cost and
            caster.stamina >= ability.stamina_cost and
            caster.health > ability.health_cost)

func consume_resources(caster: Node, ability: Ability) -> void:
    caster.mana -= ability.mana_cost
    caster.stamina -= ability.stamina_cost
    caster.health -= ability.health_cost

Advanced Patterns

Combo System

# combo_tracker.gd
extends Node

var combo_chain: Array[String] = []
var combo_window: float = 2.0  # Seconds to continue combo
var last_ability_time: float = 0.0

func register_ability_use(ability_id: String) -> void:
    var current_time := Time.get_ticks_msec() * 0.001

    # Reset if too much time passed
    if current_time - last_ability_time > combo_window:
        combo_chain.clear()

    combo_chain.append(ability_id)
    last_ability_time = current_time

    # Check for combo completion
    check_combos()

func check_combos() -> void:
    # Example: "slash" → "slash" → "spin" = "whirlwind"
    if combo_chain.size() >= 3:
        var last_three := combo_chain.slice(-3)
        if last_three == ["slash", "slash", "spin"]:
            trigger_combo_ability("whirlwind")
            combo_chain.clear()

func trigger_combo_ability(combo_id: String) -> void:
    # Execute powerful combo ability
    pass

Charge-Based Abilities

# charge_ability.gd - Abilities with multiple charges (like League of Legends Flash)
class_name ChargeAbility
extends Ability

@export var max_charges: int = 2
@export var charge_recharge_time: float = 20.0

var current_charges: int = max_charges
var recharge_timer: float = 0.0

func can_cast(caster: Node) -> bool:
    return current_charges > 0

func execute(caster: Node, target: Node = null) -> void:
    current_charges -= 1

    # Start recharging if not at max
    if current_charges < max_charges and recharge_timer == 0.0:
        recharge_timer = charge_recharge_time

func tick(delta: float) -> void:
    if recharge_timer > 0.0:
        recharge_timer -= delta
        if recharge_timer <= 0.0:
            current_charges += 1
            if current_charges < max_charges:
                recharge_timer = charge_recharge_time  # Continue recharging
            else:
                recharge_timer = 0.0

Skill Tree System

Skill Node

# skill_node.gd
class_name SkillNode
extends Resource

@export var skill_id: String
@export var display_name: String
@export var description: String
@export var icon: Texture2D

@export_group("Requirements")
@export var prerequisites: Array[String] = []  # Other skill_ids
@export var character_level_required: int = 1
@export var points_required: int = 1
@export var mutually_exclusive_with: Array[String] = []  # Can't have both

@export_group("Progression")
@export var max_rank: int = 1
@export var current_rank: int = 0

@export_group("Effects")
@export var unlocks_ability: String = ""  # Ability ID to grant
@export var stat_bonuses: Dictionary = {}  # "strength": 5, "crit_chance": 0.05

func can_unlock(player_skills: Dictionary, player_level: int, available_points: int) -> bool:
    # Already maxed
    if current_rank >= max_rank:
        return false

    # Not enough points
    if available_points < points_required:
        return false

    # Level requirement
    if player_level < character_level_required:
        return false

    # Prerequisites
    for prereq_id in prerequisites:
        if not player_skills.has(prereq_id) or player_skills[prereq_id].current_rank == 0:
            return false

    # Mutual exclusivity
    for exclusive_id in mutually_exclusive_with:
        if player_skills.has(exclusive_id) and player_skills[exclusive_id].current_rank > 0:
            return false

    return true

func unlock() -> void:
    current_rank += 1

Skill Tree Manager

# skill_tree.gd
class_name SkillTree
extends Node

signal skill_unlocked(skill_id: String, rank: int)
signal points_changed(new_total: int)

var skills: Dictionary = {}  # skill_id → SkillNode
var skill_points: int = 0

func add_skill(skill: SkillNode) -> void:
    skills[skill.skill_id] = skill

func can_unlock_skill(skill_id: String, player_level: int) -> bool:
    var skill := skills.get(skill_id) as SkillNode
    if not skill:
        return false

    return skill.can_unlock(skills, player_level, skill_points)

func unlock_skill(skill_id: String, player_level: int) -> bool:
    if not can_unlock_skill(skill_id, player_level):
        return false

    var skill := skills[skill_id]
    skill.unlock()
    skill_points -= skill.points_required

    # Apply effects
    apply_skill_effects(skill)

    skill_unlocked.emit(skill_id, skill.current_rank)
    points_changed.emit(skill_points)
    return true

func apply_skill_effects(skill: SkillNode) -> void:
    # Grant ability if specified
    if skill.unlocks_ability != "":
        var ability_manager := get_node("/root/AbilityManager")
        # Register new ability

    # Apply stat bonuses
    var player := get_tree().get_first_node_in_group("player")
    for stat_name in skill.stat_bonuses.keys():
        var bonus = skill.stat_bonuses[stat_name]
        player.set(stat_name, player.get(stat_name) + bonus)

func add_skill_points(amount: int) -> void:
    skill_points += amount
    points_changed.emit(skill_points)

func reset_tree(refund_points: bool = true) -> void:
    var total_spent := 0
    for skill in skills.values():
        total_spent += skill.current_rank * skill.points_required
        skill.current_rank = 0

    if refund_points:
        skill_points += total_spent
        points_changed.emit(skill_points)

Cooldown Strategies

Per-Ability Cooldown (Standard)

# Already shown in AbilityManager above
# Each ability has independent cooldown

Shared Cooldown (Hearthstone-style)

# All abilities of type "summon" share cooldown
var summon_cooldown: float = 0.0

func use_summon_ability(ability: Ability) -> void:
    ability.execute()
    summon_cooldown = 3.0  # All summons on 3s cooldown

Charge System (Already shown above)

Multiple uses, recharges over time.


Edge Cases

Cooldown Persistence

# save_system.gd
func save_ability_cooldowns() -> Dictionary:
    var data := {}
    var current_time := Time.get_unix_time_from_system()

    for ability_id in ability_manager.cooldowns.keys():
        var remaining := ability_manager.cooldowns[ability_id]
        if remaining > 0.0:
            data[ability_id] = current_time + remaining  # Absolute time

    return data

func load_ability_cooldowns(data: Dictionary) -> void:
    var current_time := Time.get_unix_time_from_system()

    for ability_id in data.keys():
        var end_time: float = data[ability_id]
        var remaining := max(0.0, end_time - current_time)
        ability_manager.cooldowns[ability_id] = remaining

Animation Lock

# Prevent ability spam during attack animations
func _on_animation_player_animation_started(anim_name: String) -> void:
    if anim_name.begins_with("attack_"):
        ability_manager.is_casting = true

func _on_animation_player_animation_finished(anim_name: String) -> void:
    if anim_name.begins_with("attack_"):
        ability_manager.is_casting = false

Expert Techniques & Optimizations

1. Dependency Injection for Loose Coupling

Design your ability scenes so they have no hardcoded dependencies on the player context (e.g., getting parent nodes to reduce health). Instead, the parent context should inject itself or wire the signals.

2. Duck Typing for Hit Detection

Do not enforce strict class checks. Rely on duck-typing: if collision.get_collider().has_method("hit"): collision.get_collider().hit()

3. Group Broadcasting for AoE

For Area-of-Effect abilities, assign entities to groups. Process damage efficiently by calling get_tree().call_group("enemies", "apply_damage", 50) instead of looping manually.

Reference

平台分布

Codex

35.05%
按下载量换算292

Claude

32.87%
按下载量换算273

Cursor

17.9%
按下载量换算149

Gemini CLI

9.06%
按下载量换算75

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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