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Agent Skill · 开发

godot-genre-action-rpg(戈多类型动作角色扮演游戏)

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。

godot-genre-action-rpg 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;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 10,588。

总安装 2,162周安装 91GitHub Stars 137下载 757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-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

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-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。

来源仓库内路径:skills/godot-genre-action-rpg

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

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

godot-genre-action-rpg 怎么安装?

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

godot-genre-action-rpg 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-genre-action-rpg 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

godot-genre-action-rpg 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-genre-action-rpg 用的人多吗?

公开数据是累计安装 2,162 次,近一周安装 91 次,下载 757 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-genre-action-rpg 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。

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。

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-genre-action-rpg

戈多类型动作角色扮演游戏 · 本页

2,162137需要联网未明确通过

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

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

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

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

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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