SKILL.md
Full skill instructions
Godot 4.7 Baseline
- Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
- Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
- NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.
RPG Stats
Resource-based stats, modifier stacks, and derived calculations define flexible character progression.
Available Scripts
base_stats_resource.gd
Core data container for base attributes (Str, Dex, Int) and derived scaling rules.
status_effect_data.gd
Serialized data definition for buffs/debuffs (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.
dynamic_stat_label_sync.gd
Reactive UI hook for syncing Labels to stat changes without polling.
damage_formula_handler.gd
Centralized RefCounted utility for complex combat math and damage calculations.
stat_modifier_stacking.gd
Logic for handling unique vs. stackable buffs and refreshing durations.
resource_stat_inheritance.gd
Pattern for extending base stats with specialized attributes (Elemental Resists).
persistent_character_stats.gd
Managing the serialization of character progression to .tres files.
level_up_system.gd
Logic for awarding experience and triggering level-up benefits.
NEVER Do in RPG Stats
- NEVER use integers for percentages —
critical_chance = 50? Integer division (e.g., in formulas) causes truncation. Always usefloat(0.0 to 1.0 or 0.0 to 100.0) [20]. - NEVER modify current_health without emitting signals — UI elements like health bars will desync if you don't broadcast changes to the system [21].
- NEVER rely solely on additive modifiers — +10 strength is huge at level 1 but negligible at level 50. Use multiplicative or hybrid scaling for balance [22].
- NEVER add modifiers without a unique ID or Key — Without a reference (e.g., "potion_buff"), you cannot remove specific effects without clearing the entire stack [23].
- NEVER use exponential XP formulas without a growth cap — Uncapped
pow()scaling quickly leads to unreachable levels or integer overflows [24]. - NEVER forget to clamp derived values — Negative vitality from a debuff could result in negative max HP, crashing your health logic. Use
maxi(val, 1)[25]. - NEVER perform heavy stat recalculations in
_process()— Only recalculate when a modifier is added/removed or base stats change. Use the "Reactive" pattern. - NEVER hardcode stat names in logic — Use StringNames or an Enum for attributes to prevent typos and facilitate refactoring (e.g.,
get_attribute("strength")). - NEVER store temporary "Runtime Only" buffs in a permanent Save Resource — Clear short-duration modifiers before serializing player progress to disk.
- NEVER calculate damage directly in the Character script — Centralize combat math in a
DamageFormulaclass to ensure consistency across Players and NPCs.
# stats.gd
class_name Stats
extends Resource
signal stat_changed(stat_name: String, old_value: float, new_value: float)
signal level_up(new_level: int)
@export var level: int = 1
@export var experience: int = 0
@export var experience_to_next_level: int = 100
# Base stats
@export var strength: int = 10
@export var dexterity: int = 10
@export var intelligence: int = 10
@export var vitality: int = 10
# Derived stats (calculated from base)
var max_health: int:
get: return vitality * 10
var attack_power: int:
get: return strength * 2
var defense: int:
get: return strength + (vitality / 2)
var magic_power: int:
get: return intelligence * 3
var critical_chance: float:
get: return dexterity * 0.01
# Modifiers
var modifiers: Dictionary = {}
func add_experience(amount: int) -> void:
experience += amount
while experience >= experience_to_next_level:
level_up_character()
func level_up_character() -> void:
level += 1
experience -= experience_to_next_level
experience_to_next_level = int(experience_to_next_level * 1.5)
# Increase base stats
strength += 2
dexterity += 2
intelligence += 2
vitality += 2
level_up.emit(level)
func get_stat(stat_name: String) -> float:
var base_value: float = get(stat_name)
var modifier_bonus := get_modifier_total(stat_name)
return base_value + modifier_bonus
func add_modifier(stat_name: String, modifier_id: String, value: float) -> void:
if not modifiers.has(stat_name):
modifiers[stat_name] = {}
modifiers[stat_name][modifier_id] = value
func remove_modifier(stat_name: String, modifier_id: String) -> void:
if modifiers.has(stat_name):
modifiers[stat_name].erase(modifier_id)
func get_modifier_total(stat_name: String) -> float:
if not modifiers.has(stat_name):
return 0.0
var total := 0.0
for value in modifiers[stat_name].values():
total += value
return total
Equipment Stats
# equipment_item.gd
extends Item
class_name EquipmentItem
@export var stat_bonuses: Dictionary = {
"strength": 5,
"dexterity": 3
}
func on_equip(stats: Stats) -> void:
for stat_name in stat_bonuses:
stats.add_modifier(stat_name, "equipment_" + id, stat_bonuses[stat_name])
func on_unequip(stats: Stats) -> void:
for stat_name in stat_bonuses:
stats.remove_modifier(stat_name, "equipment_" + id)
Status Effects
# status_effect.gd
class_name StatusEffect
extends Resource
@export var effect_id: String
@export var duration: float
@export var stat_modifiers: Dictionary = {}
func apply(stats: Stats) -> void:
for stat_name in stat_modifiers:
stats.add_modifier(stat_name, "status_" + effect_id, stat_modifiers[stat_name])
func remove(stats: Stats) -> void:
for stat_name in stat_modifiers:
stats.remove_modifier(stat_name, "status_" + effect_id)
Damage Calculation
func calculate_damage(attacker_stats: Stats, defender_stats: Stats) -> float:
var base_damage := float(attacker_stats.attack_power)
var defense := float(defender_stats.defense)
# Damage reduction formula
var damage := base_damage * (100.0 / (100.0 + defense))
# Critical hit
if randf() < attacker_stats.critical_chance:
damage *= 2.0
return maxf(damage, 1.0) # Minimum 1 damage
Skill Requirements
# skill.gd
class_name Skill
extends Resource
@export var required_level: int = 1
@export var required_stats: Dictionary = {
"strength": 15,
"intelligence": 10
}
func can_use(stats: Stats) -> bool:
if stats.level < required_level:
return false
for stat_name in required_stats:
if stats.get_stat(stat_name) < required_stats[stat_name]:
return false
return true
Best Practices
- Derived Stats - Calculate from base stats
- Modifiers - Temporary/permanent bonuses
- Formula Balance - Avoid exponential power creep
Elite Godot 4.x Patterns
1. Robust Stat Cap System
Encapsulate stats in a Resource and use property setters to enforce caps and prevent technical overflows.
# rpg_stat.gd
class_name RPGStat extends Resource
signal stat_changed(old_value: int, new_value: int)
@export var stat_name: String = "Strength"
@export var max_cap: int = 999
@export var current_value: int = 10:
set(value):
var old := current_value
current_value = clampi(value, 0, max_cap)
if old != current_value:
stat_changed.emit(old, current_value)
2. Reactive Stat Dependency Graphs
Use the Observer pattern to handle derived stats. Instead of polling every frame, connect signals so derived stats (like Speed) only recalculate when their dependencies (like Agility) change.
# derived_stat.gd
class_name DerivedStat extends RPGStat
@export var multiplier: float = 1.0
@export var base_stat: RPGStat:
set(new_base):
if base_stat: base_stat.stat_changed.disconnect(_on_dependency_changed)
base_stat = new_base
if base_stat:
base_stat.stat_changed.connect(_on_dependency_changed)
_recalculate()
func _recalculate() -> void:
current_value = int(base_stat.current_value * multiplier)
func _on_dependency_changed(_old, _new) -> void:
_recalculate()
3. Equipment Comparison UI Helper
Override _make_custom_tooltip on UI controls to generate dynamic, BBCode-formatted stat differentials when hovering over equipment.
# equipment_slot_ui.gd
func _make_custom_tooltip(_text: String) -> Object:
var container := VBoxContainer.new()
var rtf := RichTextLabel.new()
rtf.bbcode_enabled = true
var diff := hovered_stat.current_value - equipped_stat.current_value
var color := "green" if diff > 0 else "red"
var sign := "+" if diff > 0 else ""
rtf.text = "[color=%s]%s: %d (%s%d)[/color]" % [
color, hovered_stat.stat_name, hovered_stat.current_value, sign, diff
]
container.add_child(rtf)
return container
Reference
- Master Skill: godot-master
