godot-genre-action-rpg

安装量: 53
排名: #13950

安装

npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-action-rpg
Genre: Action RPG
Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression.
NEVER Do
NEVER make stats invisible to players
— Hidden stats feel like RNG. Show damage numbers, crit chance %, armor values clearly.
NEVER use linear damage scaling
damage = level * 10
makes early/late game boring. Use exponential:
damage = base * pow(1.15, level)
.
NEVER forget diminishing returns on defense
— Armor as
damage_reduction = armor / (armor + 100)
prevents invincibility stacking.
NEVER make loot drops feel samey
— Differentiate rarities with visual effects (Epic = purple glow), sound cues, and meaningful stat differences.
NEVER skip hit recovery/stagger
— Attacks without hitstun feel weightless. Add 0.2-0.5s stagger on hit for impact feedback.
Available Scripts
MANDATORY
Read the appropriate script before implementing the corresponding pattern. damage_label_manager.gd Pooled floating damage numbers with vertical stacking logic. Pre-warms pool, handles critical hit scaling, and auto-fades via tweens. telegraphed_enemy.gd AoE telegraph pattern for enemy attacks. Wind-up animation with visual cues gives players dodge window, then executes damage zone. 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
Pitfall
Solution
Stats feel meaningless
Ensure each point noticeably affects gameplay
Loot feels same
Dramatic visual and mechanical differences between rarities
Combat too simple
Combo systems, positioning matters, enemy variety
Progression walls
Multiple viable paths, catch-up mechanics
Inventory management tedium
Auto-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
Resources for items
Use
Resource
for items - easily serializable for save/load
Object pooling
Pool damage numbers, projectiles, item pickups
Animation callbacks
Use AnimationPlayer method tracks to enable/disable hitboxes
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 Master Skill: godot-master
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