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Agent Skill · 开发

godot-combat-system(戈多战斗系统)

godot-combat-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-combat-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 9,983。

总安装 2,448周安装 101GitHub Stars 137下载 545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-combat-system(戈多战斗系统)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-combat-system
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-combat-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-combat-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-combat-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 中围绕仓库状态、代码变更或协作事项进行整理。通过 npx skills add 命令从指定仓库安装并使用该技能。

安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/godot-combat-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-combat-system 怎么安装?

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

godot-combat-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-combat-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-combat-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-combat-system 用的人多吗?

公开数据是累计安装 2,448 次,近一周安装 101 次,下载 545 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-combat-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-combat-system

戈多战斗系统 · 本页

2,448137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

Combat System

Expert guidance for building flexible, component-based combat systems.

NEVER Do

  • NEVER use direct damage references (target.health -= 10) — This bypasses armor, resistances, and invincibility logic. Always use a DamageData + HealthComponent pattern for consistent results.
  • NEVER forget invincibility frames (i-frames) — Without them, multi-hit attacks deal damage every single frame. Always apply a brief invincibility period (0.1–0.5s) after taking a hit.
  • NEVER keep hitboxes active permanently — This causes unintended "ghost" damage. Enable and disable hitboxes precisely using AnimationPlayer tracks or code-timed triggers.
  • NEVER use groups for physics-based hit filtering — Collision layers are evaluated in C++ and are significantly faster. Groups don't restrict physics intersections adequately for high-performance combat.
  • NEVER emit damage signals without a DamageData object — A raw number loses critical context like damage type, source, and knockback direction.
  • NEVER use try/catch blocks with validate targets — GDScript does not support exceptions. Use has_method(&"take_damage") or the is operator for safe type checking.
  • NEVER hardcode hitstun pauses using OS.delay_msec() — This blocks the entire OS thread and freezes the game. Use create_tween() or Engine.time_scale for visual hit-stop effects.
  • NEVER apply massive impulses to a RigidBody inside _process() — Physics-altering impulses must happen in _physics_process() or _integrate_forces() to remain deterministic and stable.
  • NEVER couple UI lifebars directly inside the Player script — Use a health_changed signal. This keeps your combat logic clean and independent of UI implementation details.
  • NEVER leave CollisionShapes active on dead entities — Corpses will block players and towers. Disable them immediately using set_deferred("disabled", true).
  • NEVER scale CollisionShapes non-uniformly — Non-uniform scaling breaks the physics engine's collision math. Always scale the internal resource (e.g., CircleShape2D.radius) instead.
  • NEVER use instanced Nodes for base stat data — Nodes carry unnecessary overhead. Use Godot's Resource class for lightweight, efficient, and inspectable stat containers.
  • NEVER use raw strings for elemental damage types — Strings are slow and error-prone. Use enum flags (optionally with @export_flags) to manage multi-type damage efficiently.
  • NEVER use standard strings for state names in high-frequency loops — Use StringName (&"attacking", &"stunned") to drastically improve dictionary lookups and hash comparison speeds.
  • NEVER forget to duplicate() a shared Resource stats block — If you don't call duplicate() when instancing a mob, all enemies of that type will share the same health pool.

Available Scripts

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

combat_system_patterns.gd

10 Expert patterns: Safe duck-typing, hitstun tweens, nodeless AoE shape casting, and frame-perfect sync.

hitbox_hurtbox.gd

Component-based hitbox with hit-stop and knockback logic.


Damage System

# damage_data.gd
class_name DamageData
extends RefCounted

var amount: float
var source: Node
var damage_type: String = "physical"
var knockback: Vector2 = Vector2.ZERO
var is_critical: bool = false

func _init(dmg: float, src: Node = null) -> void:
    amount = dmg
    source = src

Hurtbox/Hitbox Pattern

# hurtbox.gd
extends Area2D
class_name Hurtbox

signal damage_received(data: DamageData)

@export var health_component: Node

func _ready() -> void:
    area_entered.connect(_on_area_entered)

func _on_area_entered(area: Area2D) -> void:
    if area is Hitbox:
        var damage := area.get_damage()
        damage_received.emit(damage)

        if health_component:
            health_component.take_damage(damage)
# hitbox.gd
extends Area2D
class_name Hitbox

@export var damage: float = 10.0
@export var damage_type: String = "physical"
@export var knockback_force: float = 100.0
@export var owner_node: Node

func get_damage() -> DamageData:
    var data := DamageData.new(damage, owner_node)
    data.damage_type = damage_type

    # Calculate knockback direction
    if owner_node:
        var direction := (global_position - owner_node.global_position).normalized()
        data.knockback = direction * knockback_force

    return data

Health Component

# health_component.gd
extends Node
class_name HealthComponent

signal health_changed(old_health: float, new_health: float)
signal died
signal healed(amount: float)

@export var max_health: float = 100.0
@export var current_health: float = 100.0
@export var invincible: bool = false

func take_damage(data: DamageData) -> void:
    if invincible:
        return

    var old_health := current_health
    current_health -= data.amount
    current_health = clampf(current_health, 0, max_health)

    health_changed.emit(old_health, current_health)

    if current_health <= 0:
        died.emit()

func heal(amount: float) -> void:
    var old_health := current_health
    current_health += amount
    current_health = minf(current_health, max_health)

    healed.emit(amount)
    health_changed.emit(old_health, current_health)

func is_dead() -> bool:
    return current_health <= 0

Combat State Machine

# combat_state.gd
extends Node
class_name CombatState

enum State { IDLE, ATTACKING, BLOCKING, DODGING, STUNNED }

var current_state: State = State.IDLE
var can_act: bool = true

func enter_attack_state() -> bool:
    if not can_act:
        return false

    current_state = State.ATTACKING
    can_act = false
    return true

func enter_block_state() -> void:
    current_state = State.BLOCKING

func enter_dodge_state() -> bool:
    if not can_act:
        return false

    current_state = State.DODGING
    can_act = false
    return true

func exit_state() -> void:
    current_state = State.IDLE
    can_act = true

Combo System

# combo_system.gd
extends Node
class_name ComboSystem

signal combo_executed(combo_name: String)

@export var combo_window: float = 0.5
var combo_buffer: Array[String] = []
var last_input_time: float = 0.0

func register_input(action: String) -> void:
    var current_time := Time.get_ticks_msec() / 1000.0

    if current_time - last_input_time > combo_window:
        combo_buffer.clear()

    combo_buffer.append(action)
    last_input_time = current_time

    check_combos()

func check_combos() -> void:
    # Light → Light → Heavy = Special Attack
    if combo_buffer.size() >= 3:
        var last_three := combo_buffer.slice(-3)
        if last_three == ["light", "light", "heavy"]:
            execute_combo("special_attack")
            combo_buffer.clear()

func execute_combo(combo_name: String) -> void:
    combo_executed.emit(combo_name)

Ability System

# ability.gd
class_name Ability
extends Resource

@export var ability_name: String
@export var cooldown: float = 1.0
@export var damage: float = 25.0
@export var range: float = 100.0
@export var animation: String

var is_on_cooldown: bool = false

func can_use() -> bool:
    return not is_on_cooldown

func use(caster: Node) -> void:
    if not can_use():
        return

    is_on_cooldown = true

    # Execute ability logic
    _execute(caster)

    # Start cooldown
    await caster.get_tree().create_timer(cooldown).timeout
    is_on_cooldown = false

func _execute(caster: Node) -> void:
    # Override in derived abilities
    pass

Damage Popups

# damage_popup.gd
extends Label

func show_damage(amount: float, is_crit: bool = false) -> void:
    text = str(int(amount))

    if is_crit:
        modulate = Color.RED
        scale = Vector2(1.5, 1.5)

    var tween := create_tween()
    tween.set_parallel(true)
    tween.tween_property(self, "position:y", position.y - 50, 1.0)
    tween.tween_property(self, "modulate:a", 0.0, 1.0)
    tween.finished.connect(queue_free)

Critical Hits

func calculate_damage(base_damage: float, crit_chance: float = 0.1) -> DamageData:
    var data := DamageData.new(base_damage)

    if randf() < crit_chance:
        data.is_critical = true
        data.amount *= 2.0

    return data

Best Practices

  1. Separate Concerns - Health ≠ Combat ≠ Movement
  2. Use Signals - Decouple systems
  3. Area2D for Hitboxes - Built-in collision detection
  4. Invincibility Frames - Prevent spam damage

Reference

  • Related: godot-2d-physics, godot-animation-player, godot-characterbody-2d

Related

平台分布

Codex

38.64%
按下载量换算211

Claude

30.76%
按下载量换算168

Cursor

18.42%
按下载量换算100

Gemini CLI

9.48%
按下载量换算52

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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