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Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
npx skill4agent add thedivergentai/gd-agentic-skills godot-genre-action-rpgdamage = level * 10damage = base * pow(1.15, level)damage_reduction = armor / (armor + 100)MANDATORY: Read the appropriate script before implementing the corresponding pattern.
Combat → Loot → Level Up → Build Power → Challenge Harder Content → Repeatgodot-project-foundationsgodot-characterbody-2dgodot-combat-systemgodot-rpg-statsgodot-inventory-systemgodot-ability-systemgodot-quest-systemgodot-economy-systemgodot-save-load-systemsclass_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"])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)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))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)
}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()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 trueclass_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)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| 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 |
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/HurtboxResource