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godot-genre-action-rpg戈多类型动作角色扮演游戏

Agent Skill

godot-genre-action-rpg 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。

总安装

2,162

周安装

91

GitHub Stars

137

下载量

757
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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-genre-action-rpg(戈多类型动作角色扮演游戏)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-genre-action-rpg
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-action-rpg
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-genre-action-rpg

简介

godot-genre-action-rpg 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。

SKILL.md

Genre: Action RPG

Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression.

NEVER Do (Expert Anti-Patterns)

Combat & Progression

  • NEVER use linear damage scaling for progression; strictly use an exponential curve (e.g., base * pow(1.15, level)) to maintain the power fantasy.
  • NEVER allow defense stats to stack linearly to 100%; strictly use a Diminishing Returns formula (e.g., armor / (armor + 100.0)) to prevent invincibility.
  • NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat.
  • NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.).
  • NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues.
  • NEVER calculate hitboxes, knockbacks, or combat movement in _process(); strictly use _physics_process() for deterministic results.
  • NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use is_equal_approx().
  • NEVER use the! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (is_walking == false).

Technical & Architecture

  • NEVER store character stats or massive inventories as Nodes; strictly use Resource-based data containers for lightweight memory overhead.
  • NEVER forget to call duplicate() on shared Resources; modifying one goblin's stats must not affect all other instances.
  • NEVER rigidly couple combat detection to specific classes; strictly use Duck-Typing (e.g., if body.has_method(&"take_damage")) for interaction.
  • NEVER rely on the UI SceneTree as the source of truth for inventory; strictly separate data logic from visualization.
  • NEVER recalculate stats every frame; strictly trigger recalculation only on gear changes or level-ups.
  • NEVER parse massive RPG save files synchronously; strictly offload heavy parsing to the WorkerThreadPool.
  • NEVER synchronize complex Resource types over the network; strictly serialize changes into primitive Dictionaries or PackedByteArrays.
  • NEVER manage character state by coupling child nodes to parent existence; strictly use signals for loose coupling ("Signal Up, Call Down").
  • NEVER use standard Strings for high-frequency AI state identifiers; strictly use StringName for optimized hash comparisons.

Performance & AI

  • NEVER instantiate/destroy hundreds of objects (projectiles, damage text) per second; strictly use Object Pooling.
  • NEVER delete active combat entities via free(); strictly use queue_free() for safe deferred disposal.
  • NEVER calculate complex loot drops or parse massive late-game inventories on the main thread; strictly offload heavy RNG rolls and array iterations to the WorkerThreadPool.
  • NEVER use nested if/elif blocks for complex Boss AI; strictly use a modular StateMachine or pattern matching.
  • NEVER iterate through the SceneTree for global state changes; strictly use Signal Groups (call_group()).
  • NEVER move OccluderInstance3D nodes attached to dynamic characters; this causes CPU BVH rebuild stalls.

🛠 Expert Components (scripts/)

Original Expert Patterns

Modular Components


Core Loop

Combat → Loot → Level Up → Build Power → Challenge Harder Content → Repeat

Skill Chain

godot-project-foundations, godot-characterbody-2d, godot-combat-system, godot-rpg-stats, godot-inventory-system, godot-ability-system, godot-quest-system, godot-economy-system, godot-save-load-systems


Combat System

Real-Time Combat with Stats

class_name CombatController
extends Node

signal damage_dealt(target: Node, amount: int, type: String)
signal enemy_killed(enemy: Node, xp_reward: int)

func calculate_damage(attacker: RPGStats, defender: RPGStats, base_damage: int) -> Dictionary:
    # Physical damage formula
    var attack_power := attacker.get_stat("strength") * 2 + base_damage
    var defense := defender.get_stat("armor")

    # Damage reduction formula (diminishing returns)
    var reduction := defense / (defense + 100.0)
    var final_damage := int(attack_power * (1.0 - reduction))

    # Critical hit check
    var crit_chance := attacker.get_stat("crit_chance") / 100.0
    var is_crit := randf() < crit_chance
    if is_crit:
        final_damage = int(final_damage * attacker.get_stat("crit_damage") / 100.0)

    return {
        "damage": max(1, final_damage),
        "is_crit": is_crit,
        "damage_type": "physical"
    }

func apply_damage(target: Node, damage_result: Dictionary) -> void:
    if target.has_method("take_damage"):
        target.take_damage(damage_result["damage"], damage_result["is_crit"])
        damage_dealt.emit(target, damage_result["damage"], damage_result["damage_type"])

Hitbox/Hurtbox Combat

class_name Hitbox
extends Area2D

@export var damage: int = 10
@export var knockback_force: float = 200.0
@export var attack_owner: Node

var has_hit: Array[Node] = []  # Prevent multi-hit per swing

func _ready() -> void:
    monitoring = false  # Enable only during attack frames

func enable() -> void:
    has_hit.clear()
    monitoring = true

func disable() -> void:
    monitoring = false

func _on_area_entered(area: Area2D) -> void:
    if area is Hurtbox:
        var target := area.owner_entity
        if target != attack_owner and target not in has_hit:
            has_hit.append(target)
            var result := CombatController.calculate_damage(
                attack_owner.stats, target.stats, damage
            )
            CombatController.apply_damage(target, result)
            apply_knockback(target)

func apply_knockback(target: Node) -> void:
    var direction := (target.global_position - attack_owner.global_position).normalized()
    if target.has_method("apply_knockback"):
        target.apply_knockback(direction * knockback_force)

RPG Stats System

Attribute-Based Stats

class_name RPGStats
extends Resource

signal stat_changed(stat_name: String, new_value: float)
signal level_up(new_level: int)

# Base attributes (increased on level up)
@export var strength: int = 10
@export var dexterity: int = 10
@export var intelligence: int = 10
@export var vitality: int = 10

# Derived stats (calculated from attributes)
var derived_stats: Dictionary = {}

# Modifiers from equipment, buffs, etc.
var flat_modifiers: Dictionary = {}    # +50 health
var percent_modifiers: Dictionary = {} # +10% damage

var level: int = 1
var experience: int = 0
var skill_points: int = 0

func _init() -> void:
    recalculate_stats()

func recalculate_stats() -> void:
    derived_stats = {
        # Health: Vitality-based
        "max_health": vitality * 10 + 100,
        "health_regen": vitality * 0.5,

        # Mana: Intelligence-based
        "max_mana": intelligence * 8 + 50,
        "mana_regen": intelligence * 0.3,

        # Physical: Strength + Dexterity
        "physical_damage": strength * 2,
        "armor": strength + vitality,

        # Critical: Dexterity-based
        "crit_chance": 5.0 + dexterity * 0.2,
        "crit_damage": 150.0 + dexterity * 0.5,

        # Speed: Dexterity-based
        "attack_speed": 1.0 + dexterity * 0.01,
        "move_speed": 100.0 + dexterity * 2
    }

    # Apply modifiers
    for stat_name in derived_stats:
        var base := derived_stats[stat_name]
        var flat := flat_modifiers.get(stat_name, 0.0)
        var percent := percent_modifiers.get(stat_name, 0.0)
        derived_stats[stat_name] = (base + flat) * (1.0 + percent / 100.0)

func get_stat(stat_name: String) -> float:
    if stat_name in derived_stats:
        return derived_stats[stat_name]
    return get(stat_name)

func add_experience(amount: int) -> void:
    experience += amount
    while experience >= get_xp_for_next_level():
        experience -= get_xp_for_next_level()
        level += 1
        skill_points += 5
        level_up.emit(level)

func get_xp_for_next_level() -> int:
    # Exponential scaling
    return int(100 * pow(1.5, level - 1))

Loot System

Item Generation

class_name LootGenerator
extends Node

enum Rarity { COMMON, UNCOMMON, RARE, EPIC, LEGENDARY }

const RARITY_WEIGHTS := {
    Rarity.COMMON: 60,
    Rarity.UNCOMMON: 25,
    Rarity.RARE: 10,
    Rarity.EPIC: 4,
    Rarity.LEGENDARY: 1
}

const RARITY_AFFIX_COUNT := {
    Rarity.COMMON: 0,
    Rarity.UNCOMMON: 1,
    Rarity.RARE: 2,
    Rarity.EPIC: 3,
    Rarity.LEGENDARY: 4
}

@export var affix_pool: Array[ItemAffix]
@export var base_items: Array[ItemBase]

func generate_item(item_level: int, magic_find: float = 0.0) -> Item:
    var rarity := roll_rarity(magic_find)
    var base := base_items.pick_random()

    var item := Item.new()
    item.base = base
    item.rarity = rarity
    item.item_level = item_level

    # Roll affixes based on rarity
    var affix_count := RARITY_AFFIX_COUNT[rarity]
    var available_affixes := affix_pool.duplicate()

    for i in affix_count:
        if available_affixes.is_empty():
            break
        var affix := available_affixes.pick_random()
        available_affixes.erase(affix)
        item.affixes.append(generate_affix_roll(affix, item_level))

    return item

func roll_rarity(magic_find: float) -> Rarity:
    var weights := RARITY_WEIGHTS.duplicate()
    # Magic find increases rare+ drops
    weights[Rarity.RARE] *= (1.0 + magic_find / 100.0)
    weights[Rarity.EPIC] *= (1.0 + magic_find / 100.0)
    weights[Rarity.LEGENDARY] *= (1.0 + magic_find / 100.0)

    var total := 0.0
    for w in weights.values():
        total += w

    var roll := randf() * total
    for rarity in weights:
        roll -= weights[rarity]
        if roll <= 0:
            return rarity
    return Rarity.COMMON

func generate_affix_roll(affix: ItemAffix, item_level: int) -> Dictionary:
    # Scale affix values with item level
    var min_roll := affix.min_value * (1.0 + item_level * 0.1)
    var max_roll := affix.max_value * (1.0 + item_level * 0.1)
    return {
        "affix": affix,
        "value": randf_range(min_roll, max_roll)
    }

Equipment System

class_name Equipment
extends Node

signal equipment_changed(slot: String, item: Item)

enum Slot { HEAD, CHEST, HANDS, LEGS, FEET, WEAPON, OFFHAND, RING1, RING2, AMULET }

var equipped: Dictionary = {}  # Slot -> Item

func equip(item: Item) -> Item:
    var slot: Slot = item.base.slot
    var previous: Item = equipped.get(slot)

    # Unequip old item
    if previous:
        remove_item_stats(previous)

    # Equip new item
    equipped[slot] = item
    apply_item_stats(item)
    equipment_changed.emit(Slot.keys()[slot], item)

    return previous  # Return to inventory

func apply_item_stats(item: Item) -> void:
    var stats := owner.stats as RPGStats

    # Base stats
    for stat_name in item.base.base_stats:
        stats.flat_modifiers[stat_name] = stats.flat_modifiers.get(stat_name, 0) + item.base.base_stats[stat_name]

    # Affix stats
    for affix_data in item.affixes:
        var affix := affix_data["affix"] as ItemAffix
        var value := affix_data["value"]
        if affix.is_percent:
            stats.percent_modifiers[affix.stat] = stats.percent_modifiers.get(affix.stat, 0) + value
        else:
            stats.flat_modifiers[affix.stat] = stats.flat_modifiers.get(affix.stat, 0) + value

    stats.recalculate_stats()

Ability System

Skill Trees and Unlocks

class_name SkillTree
extends Resource

@export var skills: Array[Skill]
@export var connections: Dictionary  # skill_id -> Array[prerequisite_ids]

func can_unlock(skill_id: String, unlocked_skills: Array[String]) -> bool:
    if skill_id in unlocked_skills:
        return false  # Already unlocked

    var prereqs: Array = connections.get(skill_id, [])
    for prereq in prereqs:
        if prereq not in unlocked_skills:
            return false
    return true

func unlock_skill(skill_id: String, player: Node) -> bool:
    var skill := get_skill(skill_id)
    if not skill or player.stats.skill_points < skill.cost:
        return false

    player.stats.skill_points -= skill.cost
    player.unlocked_skills.append(skill_id)
    player.ability_manager.add_ability(skill.ability)
    return true

Active Abilities

class_name ActiveAbility
extends Resource

@export var name: String
@export var cooldown: float = 5.0
@export var mana_cost: int = 20
@export var damage_multiplier: float = 2.0
@export var aoe_radius: float = 0.0
@export var effect_scene: PackedScene

var current_cooldown: float = 0.0

func can_use(caster: Node) -> bool:
    return current_cooldown <= 0 and caster.stats.current_mana >= mana_cost

func use(caster: Node, target_position: Vector2) -> void:
    if not can_use(caster):
        return

    caster.stats.current_mana -= mana_cost
    current_cooldown = cooldown

    var effect := effect_scene.instantiate()
    effect.global_position = target_position
    effect.damage = int(caster.stats.get_stat("physical_damage") * damage_multiplier)
    effect.caster = caster
    caster.get_tree().current_scene.add_child(effect)

func update_cooldown(delta: float) -> void:
    current_cooldown = max(0, current_cooldown - delta)

Enemy Design

Scaling Difficulty

class_name EnemySpawner
extends Node

@export var base_enemy_scene: PackedScene
@export var area_level: int = 1

func spawn_enemy(position: Vector2) -> Node:
    var enemy := base_enemy_scene.instantiate()
    enemy.global_position = position

    # Scale stats with area level
    var stats := enemy.stats as RPGStats
    var level_mult := 1.0 + (area_level - 1) * 0.15

    stats.vitality = int(stats.vitality * level_mult)
    stats.strength = int(stats.strength * level_mult)
    stats.recalculate_stats()

    # Scale rewards
    enemy.xp_reward = int(enemy.xp_reward * level_mult)
    enemy.loot_table.item_level = area_level

    add_child(enemy)
    return enemy

Common Pitfalls

PitfallSolution
Stats feel meaninglessEnsure each point noticeably affects gameplay
Loot feels sameDramatic visual and mechanical differences between rarities
Combat too simpleCombo systems, positioning matters, enemy variety
Progression wallsMultiple viable paths, catch-up mechanics
Inventory management tediumAuto-sort, quick-sell, stash tabs

Architecture Overview

AutoLoads:
├── PlayerStats (godot-rpg-stats)
├── InventoryManager (godot-inventory-system)
├── QuestManager (godot-quest-system)
├── LootGenerator (godot-economy-system)
└── GameManager (godot-scene-management)

Player:
├── CharacterBody2D/3D
├── RPGStats
├── Equipment
├── AbilityManager
├── Hitbox/Hurtbox
└── InputHandler

Enemies:
├── AI Controller (state machine)
├── RPGStats (scaled)
├── HealthComponent
├── LootTable
└── Hitbox/Hurtbox

Godot-Specific Tips

  1. Resources for items: Use Resource for items - easily serializable for save/load
  2. Object pooling: Pool damage numbers, projectiles, item pickups
  3. Animation callbacks: Use AnimationPlayer method tracks to enable/disable hitboxes
  4. Stat recalculation: Only recalculate on equip/level, not every frame

Example Games for Reference

  • Diablo / Path of Exile - Loot-focused ARPG
  • Elden Ring / Dark Souls - Combat-focused action RPG
  • Hades - Roguelike ARPG hybrid
  • Grim Dawn - Deep character builds

Reference

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.56%
按下载量换算269

Claude

28.65%
按下载量换算217

Cursor

19.78%
按下载量换算150

Gemini CLI

9.23%
按下载量换算70

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

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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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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