Creator · thedivergentai
Last updated · Sep 5, 2026
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trig
Creator · thedivergentai
Last updated · Sep 5, 2026
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trig
Creator · thedivergentai
Last updated · Sep 5, 2026
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trig
Creator · thedivergentai
Last updated · Sep 5, 2026
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trig
Sandbox only
Install targets
Codex install prompt
Install the "godot-ability-system" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ability-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ability-system","task":"Install godot-ability-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
660
75/100 Quality · 79/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
660 GitHub stars
Repo activity
660 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemDo not use when
Alternative
1.9K Stars
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Alternative
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Alternative
28.0K Stars
npx skills add assafelovic/gpt-researcher
Agent safety v2
Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
high
Skill metadata references terminal, CLI, shell, subprocess, or command execution workflows.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ability-system/install
Agent should check
Copy prompt
Task: Use godot-ability-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/thedivergentai-godot-ability-system/install
LLM text format
/api/skills/thedivergentai-godot-ability-system/install?format=text
Find alternatives
/api/skills/search?q=godot-ability-system&limit=3
Agent prompt
Use godot-ability-system for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/thedivergentai-godot-ability-system
LLM text
/api/registry/manifest/thedivergentai-godot-ability-system?format=text
Install alias
/api/registry/install/thedivergentai-godot-ability-system
Recommend
/api/registry/recommend?task=Use%20godot-ability-system%20in%20an%20agent%20workflow&limit=3
Agent fit
GitHub automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
GitHub automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO660 GitHub stars
Stars/forks activity
INFO660 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Manage repositories
I need my agent to triage GitHub issues, review pull requests, and summarize repository changes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
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--- name: godot-ability-system description: "Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path." ---
## Architecture Decision: Where Does the Manager Live?
| Scope | Policy | Script | |-------|--------|--------| | Per character / enemy / turret | **Scene-scoped manager as child** (default) | [ability_manager.gd](scripts/ability_manager.gd) or composition [ability_container.gd](scripts/ability_container.gd) on the entity | | Shared unlock / loadout catalog across scenes | Autoload **catalog / progression only** (ranks, unlock flags) — not live cast state | Thin Autoload data; casts still go through the entity manager | | Global "cast any ability anywhere" Autoload | **Avoid** | Breaks encapsulation and multiplayer authority |
**Resolved policy:** Live cooldowns, GCD, and `execute()` run on a **scene-scoped** AbilityManager / AbilityContainer under the caster. Autoloads may store unlock ranks; they must not be the combat cast oracle. Skill-tree UI reads/writes progression data, then calls into the caster’s manager — never `/root/AbilityManager.use_*` for combat.
## NEVER Do
- **NEVER tick cooldowns / status durations in `_process()`** — Use `_physics_process(delta)` or one-shot Timers so cooldowns stay deterministic under frame spikes. - **NEVER forget global cooldown (GCD)** when design needs anti-spam — Small shared lock (0.5–1.5s) between casts when required. - **NEVER hardcode ability effects in the manager** — Strategy: each ability is a Resource / node with `execute()` ([ability_resource.gd](scripts/ability_resource.gd)). - **NEVER allow casts during animation lock** — Gate on `is_casting` / anim signals. - **NEVER save remaining cooldown floats without time normalization** — Persist absolute end timestamps (`Time.get_unix_time_from_system() + remaining`). - **NEVER put live combat cast state in a global Autoload** — Scene-scoped manager (see decision table). Progression Autoloads are fine. - **NEVER blindly ban or blindly require object pools** — GDScript refcounting makes pool-optional for light VFX; **do** pool when spawn/despawn of projectiles/AoE is high-frequency or allocation shows up in the profiler. Prefer instantiate/`queue_free` until measured otherwise. - **NEVER grow deep ability inheritance trees** — Compose Resources + containers ([godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md)).
---
## Golden Path (MANDATORY)
1. [ability_resource.gd](scripts/ability_resource.gd) — data + virtual `execute()` 2. [ability_manager.gd](scripts/ability_manager.gd) **or** [ability_container.gd](scripts/ability_container.gd) — scene-scoped cast/cooldown 3. [buff_stat.gd](scripts/buff_stat.gd) — when buffs/modifiers exist 4. Damage resolution → [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md)
**Do NOT** paste inline AbilityManager / ComboSystem / SkillTreeManager novels into scenes. Skill trees are progression UI + prerequisite graphs that grant Resources to the caster’s container.
## Available Scripts
- [ability_resource.gd](scripts/ability_resource.gd) — **MANDATORY** before new abilities - [ability_manager.gd](scripts/ability_manager.gd) — **MANDATORY** Resource-driven cooldown registry (scene-scoped) - [ability_container.gd](scripts/ability_container.gd) — **MANDATORY** alternative: node/Timer composition per ability - [buff_stat.gd](scripts/buff_stat.gd) — modular buff stats (Do NOT Load if no buffs) - [combo_tracker.gd](scripts/combo_tracker.gd) — windowed combo chains → finisher abilities - [charge_ability.gd](scripts/charge_ability.gd) — multi-charge recharge (Flash-style) - [skill_node.gd](scripts/skill_node.gd) / [skill_tree_manager.gd](scripts/skill_tree_manager.gd) — prerequisite graphs + point spend (progression only) - [status_effect.gd](scripts/status_effect.gd) / [status_effect_manager.gd](scripts/status_effect_manager.gd) — ticking DoTs/buffs (`duplicate(true)` required) - [ability_caster_network.gd](scripts/ability_caster_network.gd) — predict locally, authority validates RPC shell
## Cooldown & Status Timing Contract
- Cooldown registry updates and status `process_tick` must use **physics-frame** delta (`_physics_process`) or `Timer` nodes owned by the container. - Hit detection from abilities stays on the physics tick when applying impulses / queries. - UI may read cooldown progress in `_process`; it must not own the truth.
## Expert Techniques (short)
- **Dependency injection:** parents inject caster context; abilities do not `get_node("/root/Player")`. - **Duck-typed hits:** `has_method(&"take_damage")` / combat DamageData — see combat skill. - **AoE:** `call_group` or space queries; do not scan the whole tree each cast. - **Networking:** predict locally, authority validates `can_use` + costs ([godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md)). - **Skill-tree visualizer:** `@tool` GraphEdit for design-time graphs; runtime still grants Resources to scene managers.
## Status Effects & Combos (critical WHY)
> **CAUTION:** Status/buff templates applied at runtime **must** use `duplicate(true)`. One poisoned `.tres` mutates every character sharing that asset — see [status_effect_manager.gd](scripts/status_effect_manager.gd).
- **Combos:** [combo_tracker.gd](scripts/combo_tracker.gd) — sequence window + recipe table; finishers remain normal `AbilityResource` entries. - **Charges:** [charge_ability.gd](scripts/charge_ability.gd) — recharge ticks belong on `_physics_process`, not UI `_process`. - **Skill trees:** [skill_tree_manager.gd](scripts/skill_tree_manager.gd) grants abilities to the **caster's** scene manager — progression Autoloads hold ranks only. - **Save cooldowns:** persist **absolute end timestamps** (`Time.get_unix_time_from_system() + remaining`), not raw remaining floats — prevents clock/load exploits.
> **MANDATORY** for combos/charges/skill-tree/status/network depth beyond bullets above: [elite-ability-patterns.md](references/elite-ability-patterns.md). **Do NOT Load** for a first AbilityResource + AbilityManager pass.
## Reference
> **Progressive disclosure:** Skim Official Documentation only for the APIs you are implementing (Resources, timers, signals, save, multiplayer). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.
### Official Documentation - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Ability definitions, buffs, and status effects should be `Resource` data (not hardcoded manager switches) so designers can author and share assets. - [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html) — Use `duplicate(true)` when applying a status/buff template at runtime so one character’s ticking state cannot mutate the shared `.tres` for everyone. - [GDScript exports](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html) — `@export` / `@export_group` power Inspector-tuned costs, cooldowns, prerequisites, and effect arrays on ability Resources. - [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit `ability_cast`, `ability_ready`, and cooldown lifecycle signals so UI and VFX subscribe without coupling to AbilityManager internals. - [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) — Keep “signals up, calls down”: parents/UI listen; managers call into ability Resources/nodes rather than reaching globally for combat state. - [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Tick cooldowns and GCD in `_physics_process` (fixed delta); avoid `_process` for cooldown math that desyncs under frame spikes. - [Timer](https://docs.godotengine.org/en/stable/classes/class_timer.html) — One-shot `Timer` children are a clean composition pattern for per-ability cooldowns in container-style managers. - [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — `create_timer()` / await patterns fit cast times and short buff durations without adding persistent Timer nodes for every cast. - [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — AoE abilities should `call_group` (or query groups) instead of hand-rolled scene scans for every hit target. - [Time](https://docs.godotengine.org/en/stable/classes/class_time.html) — Persist cooldown *end* timestamps (`get_unix_time_from_system()` + remaining), not raw remaining floats, across save/load. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Serialize ability unlock ranks and absolute cooldown end times with the rest of player progression data. - [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) — Authoritative cast validation + `@rpc` confirmation/cancel is the engine baseline for predicted ability casts.
### Related Skills
#### Prerequisites - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Abilities, buffs, and skill-tree nodes are Resource-first; load this before inventing custom serialization or inheritance trees for ability data. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Cast/ready/cooldown signals and UI hooks depend on disciplined signal ownership so AbilityManager stays decoupled from characters and HUD. - [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Prefer AbilityContainer / component nodes over deep `BaseAbility → MagicAbility → FireAbility` inheritance for runtime behavior. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Virtual `execute()` / `can_cast()`, typed Resources, and await-on-timer cast flows assume solid GDScript patterns.
#### Complements - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Damage, hit reactions, and targeting pipelines consume ability `execute()` results; keep DamageData separate from ability metadata. - [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Mana/stamina costs, stat bonuses from skill ranks, and buff multipliers need a consistent stats/modifier layer. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Hotbar / action-map input should call `can_use` / `use_ability` rather than embedding cooldown logic in input callbacks. - [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) — Animation lock and cast telegraphs gate ability spam; wire AnimationPlayer start/finish into `is_casting`. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Cast, channel, and interrupt states belong in a character state machine that asks the ability manager, not the other way around. - [godot-save-load-systems](https://github.com/thediverg
Source provenance
Decision snapshot
660 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for godot-ability-system, ready for a manual X post.
godot-ability-system: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems,... 660 stars https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x
Listing + install path for godot-ability-system: https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
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Install targets
Codex install prompt
Install the "godot-ability-system" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ability-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ability-system","task":"Install godot-ability-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
660
75/100 Quality · 79/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
660 GitHub stars
Repo activity
660 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemDo not use when
Alternative
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Alternative
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Alternative
38.4K Stars
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Alternative
28.0K Stars
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Agent safety v2
Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
high
Skill metadata references terminal, CLI, shell, subprocess, or command execution workflows.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ability-system/install
Agent should check
Copy prompt
Task: Use godot-ability-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/thedivergentai-godot-ability-system/install
LLM text format
/api/skills/thedivergentai-godot-ability-system/install?format=text
Find alternatives
/api/skills/search?q=godot-ability-system&limit=3
Agent prompt
Use godot-ability-system for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemRegistry metadata
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Manifest
/api/registry/manifest/thedivergentai-godot-ability-system
LLM text
/api/registry/manifest/thedivergentai-godot-ability-system?format=text
Install alias
/api/registry/install/thedivergentai-godot-ability-system
Recommend
/api/registry/recommend?task=Use%20godot-ability-system%20in%20an%20agent%20workflow&limit=3
Agent fit
GitHub automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
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Primary pick
Primary fit
GitHub automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO660 GitHub stars
Stars/forks activity
INFO660 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Manage repositories
I need my agent to triage GitHub issues, review pull requests, and summarize repository changes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: godot-ability-system description: "Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path." ---
## Architecture Decision: Where Does the Manager Live?
| Scope | Policy | Script | |-------|--------|--------| | Per character / enemy / turret | **Scene-scoped manager as child** (default) | [ability_manager.gd](scripts/ability_manager.gd) or composition [ability_container.gd](scripts/ability_container.gd) on the entity | | Shared unlock / loadout catalog across scenes | Autoload **catalog / progression only** (ranks, unlock flags) — not live cast state | Thin Autoload data; casts still go through the entity manager | | Global "cast any ability anywhere" Autoload | **Avoid** | Breaks encapsulation and multiplayer authority |
**Resolved policy:** Live cooldowns, GCD, and `execute()` run on a **scene-scoped** AbilityManager / AbilityContainer under the caster. Autoloads may store unlock ranks; they must not be the combat cast oracle. Skill-tree UI reads/writes progression data, then calls into the caster’s manager — never `/root/AbilityManager.use_*` for combat.
## NEVER Do
- **NEVER tick cooldowns / status durations in `_process()`** — Use `_physics_process(delta)` or one-shot Timers so cooldowns stay deterministic under frame spikes. - **NEVER forget global cooldown (GCD)** when design needs anti-spam — Small shared lock (0.5–1.5s) between casts when required. - **NEVER hardcode ability effects in the manager** — Strategy: each ability is a Resource / node with `execute()` ([ability_resource.gd](scripts/ability_resource.gd)). - **NEVER allow casts during animation lock** — Gate on `is_casting` / anim signals. - **NEVER save remaining cooldown floats without time normalization** — Persist absolute end timestamps (`Time.get_unix_time_from_system() + remaining`). - **NEVER put live combat cast state in a global Autoload** — Scene-scoped manager (see decision table). Progression Autoloads are fine. - **NEVER blindly ban or blindly require object pools** — GDScript refcounting makes pool-optional for light VFX; **do** pool when spawn/despawn of projectiles/AoE is high-frequency or allocation shows up in the profiler. Prefer instantiate/`queue_free` until measured otherwise. - **NEVER grow deep ability inheritance trees** — Compose Resources + containers ([godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md)).
---
## Golden Path (MANDATORY)
1. [ability_resource.gd](scripts/ability_resource.gd) — data + virtual `execute()` 2. [ability_manager.gd](scripts/ability_manager.gd) **or** [ability_container.gd](scripts/ability_container.gd) — scene-scoped cast/cooldown 3. [buff_stat.gd](scripts/buff_stat.gd) — when buffs/modifiers exist 4. Damage resolution → [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md)
**Do NOT** paste inline AbilityManager / ComboSystem / SkillTreeManager novels into scenes. Skill trees are progression UI + prerequisite graphs that grant Resources to the caster’s container.
## Available Scripts
- [ability_resource.gd](scripts/ability_resource.gd) — **MANDATORY** before new abilities - [ability_manager.gd](scripts/ability_manager.gd) — **MANDATORY** Resource-driven cooldown registry (scene-scoped) - [ability_container.gd](scripts/ability_container.gd) — **MANDATORY** alternative: node/Timer composition per ability - [buff_stat.gd](scripts/buff_stat.gd) — modular buff stats (Do NOT Load if no buffs) - [combo_tracker.gd](scripts/combo_tracker.gd) — windowed combo chains → finisher abilities - [charge_ability.gd](scripts/charge_ability.gd) — multi-charge recharge (Flash-style) - [skill_node.gd](scripts/skill_node.gd) / [skill_tree_manager.gd](scripts/skill_tree_manager.gd) — prerequisite graphs + point spend (progression only) - [status_effect.gd](scripts/status_effect.gd) / [status_effect_manager.gd](scripts/status_effect_manager.gd) — ticking DoTs/buffs (`duplicate(true)` required) - [ability_caster_network.gd](scripts/ability_caster_network.gd) — predict locally, authority validates RPC shell
## Cooldown & Status Timing Contract
- Cooldown registry updates and status `process_tick` must use **physics-frame** delta (`_physics_process`) or `Timer` nodes owned by the container. - Hit detection from abilities stays on the physics tick when applying impulses / queries. - UI may read cooldown progress in `_process`; it must not own the truth.
## Expert Techniques (short)
- **Dependency injection:** parents inject caster context; abilities do not `get_node("/root/Player")`. - **Duck-typed hits:** `has_method(&"take_damage")` / combat DamageData — see combat skill. - **AoE:** `call_group` or space queries; do not scan the whole tree each cast. - **Networking:** predict locally, authority validates `can_use` + costs ([godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md)). - **Skill-tree visualizer:** `@tool` GraphEdit for design-time graphs; runtime still grants Resources to scene managers.
## Status Effects & Combos (critical WHY)
> **CAUTION:** Status/buff templates applied at runtime **must** use `duplicate(true)`. One poisoned `.tres` mutates every character sharing that asset — see [status_effect_manager.gd](scripts/status_effect_manager.gd).
- **Combos:** [combo_tracker.gd](scripts/combo_tracker.gd) — sequence window + recipe table; finishers remain normal `AbilityResource` entries. - **Charges:** [charge_ability.gd](scripts/charge_ability.gd) — recharge ticks belong on `_physics_process`, not UI `_process`. - **Skill trees:** [skill_tree_manager.gd](scripts/skill_tree_manager.gd) grants abilities to the **caster's** scene manager — progression Autoloads hold ranks only. - **Save cooldowns:** persist **absolute end timestamps** (`Time.get_unix_time_from_system() + remaining`), not raw remaining floats — prevents clock/load exploits.
> **MANDATORY** for combos/charges/skill-tree/status/network depth beyond bullets above: [elite-ability-patterns.md](references/elite-ability-patterns.md). **Do NOT Load** for a first AbilityResource + AbilityManager pass.
## Reference
> **Progressive disclosure:** Skim Official Documentation only for the APIs you are implementing (Resources, timers, signals, save, multiplayer). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.
### Official Documentation - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Ability definitions, buffs, and status effects should be `Resource` data (not hardcoded manager switches) so designers can author and share assets. - [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html) — Use `duplicate(true)` when applying a status/buff template at runtime so one character’s ticking state cannot mutate the shared `.tres` for everyone. - [GDScript exports](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html) — `@export` / `@export_group` power Inspector-tuned costs, cooldowns, prerequisites, and effect arrays on ability Resources. - [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit `ability_cast`, `ability_ready`, and cooldown lifecycle signals so UI and VFX subscribe without coupling to AbilityManager internals. - [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) — Keep “signals up, calls down”: parents/UI listen; managers call into ability Resources/nodes rather than reaching globally for combat state. - [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Tick cooldowns and GCD in `_physics_process` (fixed delta); avoid `_process` for cooldown math that desyncs under frame spikes. - [Timer](https://docs.godotengine.org/en/stable/classes/class_timer.html) — One-shot `Timer` children are a clean composition pattern for per-ability cooldowns in container-style managers. - [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — `create_timer()` / await patterns fit cast times and short buff durations without adding persistent Timer nodes for every cast. - [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — AoE abilities should `call_group` (or query groups) instead of hand-rolled scene scans for every hit target. - [Time](https://docs.godotengine.org/en/stable/classes/class_time.html) — Persist cooldown *end* timestamps (`get_unix_time_from_system()` + remaining), not raw remaining floats, across save/load. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Serialize ability unlock ranks and absolute cooldown end times with the rest of player progression data. - [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) — Authoritative cast validation + `@rpc` confirmation/cancel is the engine baseline for predicted ability casts.
### Related Skills
#### Prerequisites - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Abilities, buffs, and skill-tree nodes are Resource-first; load this before inventing custom serialization or inheritance trees for ability data. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Cast/ready/cooldown signals and UI hooks depend on disciplined signal ownership so AbilityManager stays decoupled from characters and HUD. - [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Prefer AbilityContainer / component nodes over deep `BaseAbility → MagicAbility → FireAbility` inheritance for runtime behavior. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Virtual `execute()` / `can_cast()`, typed Resources, and await-on-timer cast flows assume solid GDScript patterns.
#### Complements - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Damage, hit reactions, and targeting pipelines consume ability `execute()` results; keep DamageData separate from ability metadata. - [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Mana/stamina costs, stat bonuses from skill ranks, and buff multipliers need a consistent stats/modifier layer. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Hotbar / action-map input should call `can_use` / `use_ability` rather than embedding cooldown logic in input callbacks. - [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) — Animation lock and cast telegraphs gate ability spam; wire AnimationPlayer start/finish into `is_casting`. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Cast, channel, and interrupt states belong in a character state machine that asks the ability manager, not the other way around. - [godot-save-load-systems](https://github.com/thediverg
Source provenance
Decision snapshot
660 GitHub stars
Audit
Install and adoption review
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Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for godot-ability-system, ready for a manual X post.
godot-ability-system: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems,... 660 stars https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x
Listing + install path for godot-ability-system: https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
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[](https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)thedivergentai
@thedivergentai
Share whether this skill looks useful for your agent workflow. Aggregated feedback improves rankings over time.
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mono-color
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
1.9K StarsLast30days Skill
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
61.0K StarsAcademic Research Skills
Academic Research Skills for Claude Code: research → write → review → revise → finalize
38.4K StarsGPT Researcher
Run autonomous deep research over web and local sources
28.0K StarsSandbox only
Install targets
Codex install prompt
Install the "godot-ability-system" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ability-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ability-system","task":"Install godot-ability-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
660
75/100 Quality · 79/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
660 GitHub stars
Repo activity
660 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemDo not use when
Alternative
1.9K Stars
npx skills add yanliudesign/mono-color-skill --skill mono-color
Alternative
61.0K Stars
npx skills add mvanhorn/last30days-skill -g
Alternative
38.4K Stars
npx skills add Imbad0202/academic-research-skills
Alternative
28.0K Stars
npx skills add assafelovic/gpt-researcher
Agent safety v2
Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
high
Skill metadata references terminal, CLI, shell, subprocess, or command execution workflows.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
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Open JSON
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ability-system/install
Agent should check
Copy prompt
Task: Use godot-ability-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
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/api/skills/thedivergentai-godot-ability-system/install
LLM text format
/api/skills/thedivergentai-godot-ability-system/install?format=text
Find alternatives
/api/skills/search?q=godot-ability-system&limit=3
Agent prompt
Use godot-ability-system for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/thedivergentai-godot-ability-system
LLM text
/api/registry/manifest/thedivergentai-godot-ability-system?format=text
Install alias
/api/registry/install/thedivergentai-godot-ability-system
Recommend
/api/registry/recommend?task=Use%20godot-ability-system%20in%20an%20agent%20workflow&limit=3
Agent fit
GitHub automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
GitHub automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO660 GitHub stars
Stars/forks activity
INFO660 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Manage repositories
I need my agent to triage GitHub issues, review pull requests, and summarize repository changes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: godot-ability-system description: "Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path." ---
## Architecture Decision: Where Does the Manager Live?
| Scope | Policy | Script | |-------|--------|--------| | Per character / enemy / turret | **Scene-scoped manager as child** (default) | [ability_manager.gd](scripts/ability_manager.gd) or composition [ability_container.gd](scripts/ability_container.gd) on the entity | | Shared unlock / loadout catalog across scenes | Autoload **catalog / progression only** (ranks, unlock flags) — not live cast state | Thin Autoload data; casts still go through the entity manager | | Global "cast any ability anywhere" Autoload | **Avoid** | Breaks encapsulation and multiplayer authority |
**Resolved policy:** Live cooldowns, GCD, and `execute()` run on a **scene-scoped** AbilityManager / AbilityContainer under the caster. Autoloads may store unlock ranks; they must not be the combat cast oracle. Skill-tree UI reads/writes progression data, then calls into the caster’s manager — never `/root/AbilityManager.use_*` for combat.
## NEVER Do
- **NEVER tick cooldowns / status durations in `_process()`** — Use `_physics_process(delta)` or one-shot Timers so cooldowns stay deterministic under frame spikes. - **NEVER forget global cooldown (GCD)** when design needs anti-spam — Small shared lock (0.5–1.5s) between casts when required. - **NEVER hardcode ability effects in the manager** — Strategy: each ability is a Resource / node with `execute()` ([ability_resource.gd](scripts/ability_resource.gd)). - **NEVER allow casts during animation lock** — Gate on `is_casting` / anim signals. - **NEVER save remaining cooldown floats without time normalization** — Persist absolute end timestamps (`Time.get_unix_time_from_system() + remaining`). - **NEVER put live combat cast state in a global Autoload** — Scene-scoped manager (see decision table). Progression Autoloads are fine. - **NEVER blindly ban or blindly require object pools** — GDScript refcounting makes pool-optional for light VFX; **do** pool when spawn/despawn of projectiles/AoE is high-frequency or allocation shows up in the profiler. Prefer instantiate/`queue_free` until measured otherwise. - **NEVER grow deep ability inheritance trees** — Compose Resources + containers ([godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md)).
---
## Golden Path (MANDATORY)
1. [ability_resource.gd](scripts/ability_resource.gd) — data + virtual `execute()` 2. [ability_manager.gd](scripts/ability_manager.gd) **or** [ability_container.gd](scripts/ability_container.gd) — scene-scoped cast/cooldown 3. [buff_stat.gd](scripts/buff_stat.gd) — when buffs/modifiers exist 4. Damage resolution → [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md)
**Do NOT** paste inline AbilityManager / ComboSystem / SkillTreeManager novels into scenes. Skill trees are progression UI + prerequisite graphs that grant Resources to the caster’s container.
## Available Scripts
- [ability_resource.gd](scripts/ability_resource.gd) — **MANDATORY** before new abilities - [ability_manager.gd](scripts/ability_manager.gd) — **MANDATORY** Resource-driven cooldown registry (scene-scoped) - [ability_container.gd](scripts/ability_container.gd) — **MANDATORY** alternative: node/Timer composition per ability - [buff_stat.gd](scripts/buff_stat.gd) — modular buff stats (Do NOT Load if no buffs) - [combo_tracker.gd](scripts/combo_tracker.gd) — windowed combo chains → finisher abilities - [charge_ability.gd](scripts/charge_ability.gd) — multi-charge recharge (Flash-style) - [skill_node.gd](scripts/skill_node.gd) / [skill_tree_manager.gd](scripts/skill_tree_manager.gd) — prerequisite graphs + point spend (progression only) - [status_effect.gd](scripts/status_effect.gd) / [status_effect_manager.gd](scripts/status_effect_manager.gd) — ticking DoTs/buffs (`duplicate(true)` required) - [ability_caster_network.gd](scripts/ability_caster_network.gd) — predict locally, authority validates RPC shell
## Cooldown & Status Timing Contract
- Cooldown registry updates and status `process_tick` must use **physics-frame** delta (`_physics_process`) or `Timer` nodes owned by the container. - Hit detection from abilities stays on the physics tick when applying impulses / queries. - UI may read cooldown progress in `_process`; it must not own the truth.
## Expert Techniques (short)
- **Dependency injection:** parents inject caster context; abilities do not `get_node("/root/Player")`. - **Duck-typed hits:** `has_method(&"take_damage")` / combat DamageData — see combat skill. - **AoE:** `call_group` or space queries; do not scan the whole tree each cast. - **Networking:** predict locally, authority validates `can_use` + costs ([godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md)). - **Skill-tree visualizer:** `@tool` GraphEdit for design-time graphs; runtime still grants Resources to scene managers.
## Status Effects & Combos (critical WHY)
> **CAUTION:** Status/buff templates applied at runtime **must** use `duplicate(true)`. One poisoned `.tres` mutates every character sharing that asset — see [status_effect_manager.gd](scripts/status_effect_manager.gd).
- **Combos:** [combo_tracker.gd](scripts/combo_tracker.gd) — sequence window + recipe table; finishers remain normal `AbilityResource` entries. - **Charges:** [charge_ability.gd](scripts/charge_ability.gd) — recharge ticks belong on `_physics_process`, not UI `_process`. - **Skill trees:** [skill_tree_manager.gd](scripts/skill_tree_manager.gd) grants abilities to the **caster's** scene manager — progression Autoloads hold ranks only. - **Save cooldowns:** persist **absolute end timestamps** (`Time.get_unix_time_from_system() + remaining`), not raw remaining floats — prevents clock/load exploits.
> **MANDATORY** for combos/charges/skill-tree/status/network depth beyond bullets above: [elite-ability-patterns.md](references/elite-ability-patterns.md). **Do NOT Load** for a first AbilityResource + AbilityManager pass.
## Reference
> **Progressive disclosure:** Skim Official Documentation only for the APIs you are implementing (Resources, timers, signals, save, multiplayer). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.
### Official Documentation - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Ability definitions, buffs, and status effects should be `Resource` data (not hardcoded manager switches) so designers can author and share assets. - [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html) — Use `duplicate(true)` when applying a status/buff template at runtime so one character’s ticking state cannot mutate the shared `.tres` for everyone. - [GDScript exports](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html) — `@export` / `@export_group` power Inspector-tuned costs, cooldowns, prerequisites, and effect arrays on ability Resources. - [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit `ability_cast`, `ability_ready`, and cooldown lifecycle signals so UI and VFX subscribe without coupling to AbilityManager internals. - [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) — Keep “signals up, calls down”: parents/UI listen; managers call into ability Resources/nodes rather than reaching globally for combat state. - [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Tick cooldowns and GCD in `_physics_process` (fixed delta); avoid `_process` for cooldown math that desyncs under frame spikes. - [Timer](https://docs.godotengine.org/en/stable/classes/class_timer.html) — One-shot `Timer` children are a clean composition pattern for per-ability cooldowns in container-style managers. - [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — `create_timer()` / await patterns fit cast times and short buff durations without adding persistent Timer nodes for every cast. - [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — AoE abilities should `call_group` (or query groups) instead of hand-rolled scene scans for every hit target. - [Time](https://docs.godotengine.org/en/stable/classes/class_time.html) — Persist cooldown *end* timestamps (`get_unix_time_from_system()` + remaining), not raw remaining floats, across save/load. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Serialize ability unlock ranks and absolute cooldown end times with the rest of player progression data. - [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) — Authoritative cast validation + `@rpc` confirmation/cancel is the engine baseline for predicted ability casts.
### Related Skills
#### Prerequisites - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Abilities, buffs, and skill-tree nodes are Resource-first; load this before inventing custom serialization or inheritance trees for ability data. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Cast/ready/cooldown signals and UI hooks depend on disciplined signal ownership so AbilityManager stays decoupled from characters and HUD. - [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Prefer AbilityContainer / component nodes over deep `BaseAbility → MagicAbility → FireAbility` inheritance for runtime behavior. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Virtual `execute()` / `can_cast()`, typed Resources, and await-on-timer cast flows assume solid GDScript patterns.
#### Complements - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Damage, hit reactions, and targeting pipelines consume ability `execute()` results; keep DamageData separate from ability metadata. - [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Mana/stamina costs, stat bonuses from skill ranks, and buff multipliers need a consistent stats/modifier layer. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Hotbar / action-map input should call `can_use` / `use_ability` rather than embedding cooldown logic in input callbacks. - [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) — Animation lock and cast telegraphs gate ability spam; wire AnimationPlayer start/finish into `is_casting`. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Cast, channel, and interrupt states belong in a character state machine that asks the ability manager, not the other way around. - [godot-save-load-systems](https://github.com/thediverg
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660 GitHub stars
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Install
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Growth loop
Scenario-led draft for godot-ability-system, ready for a manual X post.
godot-ability-system: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems,... 660 stars https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x
Listing + install path for godot-ability-system: https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
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@thedivergentai
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mono-color
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
1.9K StarsLast30days Skill
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
61.0K StarsAcademic Research Skills
Academic Research Skills for Claude Code: research → write → review → revise → finalize
38.4K StarsGPT Researcher
Run autonomous deep research over web and local sources
28.0K StarsSandbox only
Install targets
Codex install prompt
Install the "godot-ability-system" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ability-system. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ability-system","task":"Install godot-ability-system","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Maintenance
fresh
15d since push
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Safe to try
Quality score needs review
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660
75/100 Quality · 79/100 Trust
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Quality score needs review
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These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Sandbox onlyUseful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
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Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Run only in a sandbox and compare close alternatives before using it for real work.
Stars
660 GitHub stars
Repo activity
660 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
Install safety
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Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
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Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemDo not use when
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1.9K Stars
npx skills add yanliudesign/mono-color-skill --skill mono-color
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61.0K Stars
npx skills add mvanhorn/last30days-skill -g
Alternative
38.4K Stars
npx skills add Imbad0202/academic-research-skills
Alternative
28.0K Stars
npx skills add assafelovic/gpt-researcher
Agent safety v2
Sparse or mixed signals. Useful for discovery, but not for autonomous installation.
Test manually in an isolated workspace and compare against safer alternatives.
high
Skill metadata references terminal, CLI, shell, subprocess, or command execution workflows.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
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/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ability-system/install
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Copy prompt
Task: Use godot-ability-system in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ability-system%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-system
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/api/skills/thedivergentai-godot-ability-system/install
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/api/skills/thedivergentai-godot-ability-system/install?format=text
Find alternatives
/api/skills/search?q=godot-ability-system&limit=3
Agent prompt
Use godot-ability-system for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ability-system/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ability-systemRegistry metadata
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Manifest
/api/registry/manifest/thedivergentai-godot-ability-system
LLM text
/api/registry/manifest/thedivergentai-godot-ability-system?format=text
Install alias
/api/registry/install/thedivergentai-godot-ability-system
Recommend
/api/registry/recommend?task=Use%20godot-ability-system%20in%20an%20agent%20workflow&limit=3
Agent fit
GitHub automation
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
GitHub automation
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Useful candidate with missing or mixed trust signals. Keep it in an isolated workspace until the outcome loop proves task fit.
GitHub adoption
INFO660 GitHub stars
Stars/forks activity
INFO660 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Run only in a sandbox and compare close alternatives before using it for real work.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Manage repositories
I need my agent to triage GitHub issues, review pull requests, and summarize repository changes.
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Inspect, patch, and verify code
A workflow for software agents that inspect repositories, review pull requests, generate tests, and turn findings into shippable patches.
Alternative shortlist
Similar skills that may fit this task.
Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
Academic Research Skills for Claude Code: research → write → review → revise → finalize
Run autonomous deep research over web and local sources
--- name: godot-ability-system description: "Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path." ---
## Architecture Decision: Where Does the Manager Live?
| Scope | Policy | Script | |-------|--------|--------| | Per character / enemy / turret | **Scene-scoped manager as child** (default) | [ability_manager.gd](scripts/ability_manager.gd) or composition [ability_container.gd](scripts/ability_container.gd) on the entity | | Shared unlock / loadout catalog across scenes | Autoload **catalog / progression only** (ranks, unlock flags) — not live cast state | Thin Autoload data; casts still go through the entity manager | | Global "cast any ability anywhere" Autoload | **Avoid** | Breaks encapsulation and multiplayer authority |
**Resolved policy:** Live cooldowns, GCD, and `execute()` run on a **scene-scoped** AbilityManager / AbilityContainer under the caster. Autoloads may store unlock ranks; they must not be the combat cast oracle. Skill-tree UI reads/writes progression data, then calls into the caster’s manager — never `/root/AbilityManager.use_*` for combat.
## NEVER Do
- **NEVER tick cooldowns / status durations in `_process()`** — Use `_physics_process(delta)` or one-shot Timers so cooldowns stay deterministic under frame spikes. - **NEVER forget global cooldown (GCD)** when design needs anti-spam — Small shared lock (0.5–1.5s) between casts when required. - **NEVER hardcode ability effects in the manager** — Strategy: each ability is a Resource / node with `execute()` ([ability_resource.gd](scripts/ability_resource.gd)). - **NEVER allow casts during animation lock** — Gate on `is_casting` / anim signals. - **NEVER save remaining cooldown floats without time normalization** — Persist absolute end timestamps (`Time.get_unix_time_from_system() + remaining`). - **NEVER put live combat cast state in a global Autoload** — Scene-scoped manager (see decision table). Progression Autoloads are fine. - **NEVER blindly ban or blindly require object pools** — GDScript refcounting makes pool-optional for light VFX; **do** pool when spawn/despawn of projectiles/AoE is high-frequency or allocation shows up in the profiler. Prefer instantiate/`queue_free` until measured otherwise. - **NEVER grow deep ability inheritance trees** — Compose Resources + containers ([godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md)).
---
## Golden Path (MANDATORY)
1. [ability_resource.gd](scripts/ability_resource.gd) — data + virtual `execute()` 2. [ability_manager.gd](scripts/ability_manager.gd) **or** [ability_container.gd](scripts/ability_container.gd) — scene-scoped cast/cooldown 3. [buff_stat.gd](scripts/buff_stat.gd) — when buffs/modifiers exist 4. Damage resolution → [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md)
**Do NOT** paste inline AbilityManager / ComboSystem / SkillTreeManager novels into scenes. Skill trees are progression UI + prerequisite graphs that grant Resources to the caster’s container.
## Available Scripts
- [ability_resource.gd](scripts/ability_resource.gd) — **MANDATORY** before new abilities - [ability_manager.gd](scripts/ability_manager.gd) — **MANDATORY** Resource-driven cooldown registry (scene-scoped) - [ability_container.gd](scripts/ability_container.gd) — **MANDATORY** alternative: node/Timer composition per ability - [buff_stat.gd](scripts/buff_stat.gd) — modular buff stats (Do NOT Load if no buffs) - [combo_tracker.gd](scripts/combo_tracker.gd) — windowed combo chains → finisher abilities - [charge_ability.gd](scripts/charge_ability.gd) — multi-charge recharge (Flash-style) - [skill_node.gd](scripts/skill_node.gd) / [skill_tree_manager.gd](scripts/skill_tree_manager.gd) — prerequisite graphs + point spend (progression only) - [status_effect.gd](scripts/status_effect.gd) / [status_effect_manager.gd](scripts/status_effect_manager.gd) — ticking DoTs/buffs (`duplicate(true)` required) - [ability_caster_network.gd](scripts/ability_caster_network.gd) — predict locally, authority validates RPC shell
## Cooldown & Status Timing Contract
- Cooldown registry updates and status `process_tick` must use **physics-frame** delta (`_physics_process`) or `Timer` nodes owned by the container. - Hit detection from abilities stays on the physics tick when applying impulses / queries. - UI may read cooldown progress in `_process`; it must not own the truth.
## Expert Techniques (short)
- **Dependency injection:** parents inject caster context; abilities do not `get_node("/root/Player")`. - **Duck-typed hits:** `has_method(&"take_damage")` / combat DamageData — see combat skill. - **AoE:** `call_group` or space queries; do not scan the whole tree each cast. - **Networking:** predict locally, authority validates `can_use` + costs ([godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md)). - **Skill-tree visualizer:** `@tool` GraphEdit for design-time graphs; runtime still grants Resources to scene managers.
## Status Effects & Combos (critical WHY)
> **CAUTION:** Status/buff templates applied at runtime **must** use `duplicate(true)`. One poisoned `.tres` mutates every character sharing that asset — see [status_effect_manager.gd](scripts/status_effect_manager.gd).
- **Combos:** [combo_tracker.gd](scripts/combo_tracker.gd) — sequence window + recipe table; finishers remain normal `AbilityResource` entries. - **Charges:** [charge_ability.gd](scripts/charge_ability.gd) — recharge ticks belong on `_physics_process`, not UI `_process`. - **Skill trees:** [skill_tree_manager.gd](scripts/skill_tree_manager.gd) grants abilities to the **caster's** scene manager — progression Autoloads hold ranks only. - **Save cooldowns:** persist **absolute end timestamps** (`Time.get_unix_time_from_system() + remaining`), not raw remaining floats — prevents clock/load exploits.
> **MANDATORY** for combos/charges/skill-tree/status/network depth beyond bullets above: [elite-ability-patterns.md](references/elite-ability-patterns.md). **Do NOT Load** for a first AbilityResource + AbilityManager pass.
## Reference
> **Progressive disclosure:** Skim Official Documentation only for the APIs you are implementing (Resources, timers, signals, save, multiplayer). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.
### Official Documentation - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Ability definitions, buffs, and status effects should be `Resource` data (not hardcoded manager switches) so designers can author and share assets. - [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html) — Use `duplicate(true)` when applying a status/buff template at runtime so one character’s ticking state cannot mutate the shared `.tres` for everyone. - [GDScript exports](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html) — `@export` / `@export_group` power Inspector-tuned costs, cooldowns, prerequisites, and effect arrays on ability Resources. - [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit `ability_cast`, `ability_ready`, and cooldown lifecycle signals so UI and VFX subscribe without coupling to AbilityManager internals. - [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) — Keep “signals up, calls down”: parents/UI listen; managers call into ability Resources/nodes rather than reaching globally for combat state. - [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — Tick cooldowns and GCD in `_physics_process` (fixed delta); avoid `_process` for cooldown math that desyncs under frame spikes. - [Timer](https://docs.godotengine.org/en/stable/classes/class_timer.html) — One-shot `Timer` children are a clean composition pattern for per-ability cooldowns in container-style managers. - [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — `create_timer()` / await patterns fit cast times and short buff durations without adding persistent Timer nodes for every cast. - [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — AoE abilities should `call_group` (or query groups) instead of hand-rolled scene scans for every hit target. - [Time](https://docs.godotengine.org/en/stable/classes/class_time.html) — Persist cooldown *end* timestamps (`get_unix_time_from_system()` + remaining), not raw remaining floats, across save/load. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Serialize ability unlock ranks and absolute cooldown end times with the rest of player progression data. - [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) — Authoritative cast validation + `@rpc` confirmation/cancel is the engine baseline for predicted ability casts.
### Related Skills
#### Prerequisites - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Abilities, buffs, and skill-tree nodes are Resource-first; load this before inventing custom serialization or inheritance trees for ability data. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Cast/ready/cooldown signals and UI hooks depend on disciplined signal ownership so AbilityManager stays decoupled from characters and HUD. - [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Prefer AbilityContainer / component nodes over deep `BaseAbility → MagicAbility → FireAbility` inheritance for runtime behavior. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Virtual `execute()` / `can_cast()`, typed Resources, and await-on-timer cast flows assume solid GDScript patterns.
#### Complements - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Damage, hit reactions, and targeting pipelines consume ability `execute()` results; keep DamageData separate from ability metadata. - [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Mana/stamina costs, stat bonuses from skill ranks, and buff multipliers need a consistent stats/modifier layer. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Hotbar / action-map input should call `can_use` / `use_ability` rather than embedding cooldown logic in input callbacks. - [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) — Animation lock and cast telegraphs gate ability spam; wire AnimationPlayer start/finish into `is_casting`. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — Cast, channel, and interrupt states belong in a character state machine that asks the ability manager, not the other way around. - [godot-save-load-systems](https://github.com/thediverg
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godot-ability-system: Expert patterns for RPG/action ability systems including cooldown strategies, combo systems,... 660 stars https://www.openagentskill.com/skills/thedivergentai-godot-ability-system?ref=x
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Generate original one-ink or controlled two-ink editorial images from any theme, sentence, article idea, object, or reference photo. Always use this skill when the user asks for 单色海报、双色印刷、单色调视觉、蓝色/绿色孔版印刷、risograph、网点照片、复古或当代编辑排版、zine poster, monochrome editorial poster, duotone print, or asks to use the mono-color style. It uses an adaptive white, gray, or pale-beige substrate, no more than two printing inks, active negative space, terse human language, and strong serif/grotesk/mono typography without making retro styling the default or copying a source composition, wording, logo, or artwork. Produce both the final generation prompt and the generated raster image unless the user explicitly asks for prompt only.
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Research the last 30 days across Reddit, X, YouTube, Hacker News, Polymarket, GitHub, and the web, then synthesize a grounded brief for an AI agent.
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Academic Research Skills for Claude Code: research → write → review → revise → finalize
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