
Godot Rpg Stats
A comprehensive blueprint for RPG stat systems in Godot 4.x built around Resource-based architecture and reactive calculations. You get modifier stacking with unique IDs (additive, multiplicative, override), derived stat formulas, XP curves with configurable growth factors, and centralized damage calculation handlers. The standout guidance is in the "NEVER" section: avoid integer percentages that cause truncation, don't recalculate stats every frame when you can use signal-driven updates, and always clamp derived values to prevent negative max HP crashes. Includes patterns for equipment bonuses, status effects with durations, and skill requirement checks. Best for teams building character progression systems who want type-safe, serializable stats without polling loops or hardcoded attribute names scattered across player scripts.
- skills.sh installs
- 287
- GitHub stars
- 464
- last updated
- Aug 21, 2026
Install
$ npx -y skills add thedivergentai/gd-agentic-skills --skill godot-rpg-stats --agent claude-codeInstalls into .claude/skills of the current project.
Files
Available Scripts
MANDATORY by scenario — read before implementing:
- Templates / base attributes → base_stats_resource.gd
- Runtime stack + reactive recalc → stats_component_reactive.gd + stat_modifier_stacking.gd
- Buff/debuff data → status_effect_data.gd (
Type.ADDITIVE/MULTIPLICATIVE/OVERRIDE)- Combat math → damage_formula_handler.gd
base_stats_resource.gd
Core data container for base attributes (Str, Dex, Int) and derived scaling rules.
status_effect_data.gd
Serialized buff/debuff definition using StatusEffectData.Type { ADDITIVE, MULTIPLICATIVE, OVERRIDE }.
stats_component_reactive.gd
Orchestrator for JIT (Just-In-Time) stat calculation with active modifier stacking.
exp_progression_resource.gd
Data-driven level-up curve definition using growth factors and base XP.
Sponsors
Details
- Repository
- github.com/thedivergentai/gd-agentic-skills
- Categories
- AI & Agent Building, Game Development
- First seen
- Jun 3, 2026
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