xiaohongshu
xiaohongshu
godot-extract-resources
Use when Godot code has hardcoded game data in const arrays, dictionaries, or embedded values. Detects inline data like enemy stats, item definitions, level configurations. Automatically extracts to .tres resource files, making data visible in editor, easily modifiable, and supports data-driven d...
Full skill instructions
Data belongs in resources, not code. Hardcoded values make iteration slow and error-prone.
Finds patterns like:
# enemy.gd
const ENEMY_DATA = {
"goblin": {"health": 50, "speed": 100, "damage": 10},
"orc": {"health": 100, "speed": 80, "damage": 20},
"dragon": {"health": 500, "speed": 150, "damage": 50}
}
Transforms to:
# enemy_stats.gd
class_name EnemyStats
extends Resource
@export var enemy_name: String
@export var health: int
@export var speed: float
@export var damage: int
Creates resource files:
resources/enemies/goblin.tresresources/enemies/orc.tresresources/enemies/dragon.tresUpdates code:
# enemy.gd
@export var stats: EnemyStats
func _ready():
health = stats.health
speed = stats.speed
damage = stats.damage
Identifies:
const arrays with data structuresGames with many items, enemies, levels, or configurations.
Want to tweak values quickly without code changes.
Non-programmers need to edit game data.
External data files enable modding support.
Before (Hardcoded Data):
# item_manager.gd
const ITEMS = [
{
"id": "health_potion",
"name": "Health Potion",
"description": "Restores 50 HP",
"heal_amount": 50,
"icon": "res://icons/potion.png"
},
{
"id": "sword",
"name": "Iron Sword",
"description": "A basic sword",
"damage": 15,
"icon": "res://icons/sword.png"
}
]
func get_item(id: String):
for item in ITEMS:
if item.id == id:
return item
return null
After (Resource-Based):
# item_data.gd
class_name ItemData
extends Resource
@export var id: String
@export var item_name: String
@export_multiline var description: String
@export var icon: Texture2D
@export_group("Stats")
@export var heal_amount: int
@export var damage: int
# item_manager.gd
@export var items: Array[ItemData]
func get_item(id: String) -> ItemData:
for item in items:
if item.id == id:
return item
return null
Created Files:
resources/items/health_potion.tresresources/items/iron_sword.tresSingle values (stats, settings, constants).
Resources referencing other resources (weapon + stats + effects).
Arrays of resources for different categories.
Base resource class with specialized variants.
resources/ or scripts/resources/Identifies data types:
Organizes by category:
resources/items/ - Item dataresources/enemies/ - Enemy statsresources/levels/ - Level configurationsresources/abilities/ - Ability definitionsWorks with:
Don't extract if:
Examples of valid hardcoded data:
const PI = 3.14159const MAX_PLAYERS = 4 (engine limitation)resources/
├── items/
│ ├── consumables/
│ │ ├── health_potion.tres
│ │ └── mana_potion.tres
│ └── weapons/
│ ├── iron_sword.tres
│ └── steel_axe.tres
├── enemies/
│ ├── goblin.tres
│ ├── orc.tres
│ └── dragon.tres
└── levels/
├── level_1.tres
└── level_2.tres
| Before (Hardcoded) | After (Resource) |
|---|---|
const STATS = {...} | @export var stats: Stats |
var data = ITEMS[0] | var data = preload("item.tres") |
if type == "fire": | if ability.element == Element.FIRE: |
const CONFIG = {...} | @export var config: GameConfig |
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