| name | godot-combat-system |
| description | Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup. |
NEVER Do
- NEVER use direct damage references (
target.health -= 10) — Bypass armor, resistances, and i-frames. Always DamageData + HealthComponent.take_damage.
- NEVER forget invincibility frames (i-frames) — Multi-hit shapes otherwise tick every physics frame. Apply a short invuln window after a successful hit.
- NEVER keep hitboxes active permanently — Enable/disable with AnimationPlayer tracks or timed code; permanent monitoring causes ghost hits.
- NEVER use groups for physics-based hit filtering — Prefer collision layers/masks (C++ filter). Groups are secondary logic, not the physics gate.
- NEVER emit damage signals without a DamageData object — Raw numbers lose type, source, knockback, and crit context.
- NEVER use raw strings for elemental damage types — Use
enum / @export_flags bitfields. String "physical" violates this skill’s own contract.
- NEVER use try/catch to validate targets — GDScript has no exceptions. Use
has_method(&"take_damage") / is checks.
- NEVER hardcode hitstun with
OS.delay_msec() — Blocks the OS thread. Use tweens / Engine.time_scale + ignore_time_scale timers.
- NEVER apply RigidBody impulses in
_process() — Use _physics_process / _integrate_forces.
- NEVER couple UI lifebars inside the Player script — Emit
health_changed; HUD listens.
- NEVER leave CollisionShapes active on dead entities —
set_deferred("disabled", true) on death.
- NEVER scale CollisionShapes non-uniformly — Scale the shape resource (
radius, size), not the node transform unevenly.
- NEVER use instanced Nodes for base combat stats — Prefer
Resource / RefCounted containers; duplicate() per instance.
- NEVER use standard strings for high-frequency state names — Prefer
StringName (&"attacking").
- NEVER forget
duplicate() on shared Resource stats — Shared templates = shared health pools.
Golden Path (MANDATORY)
- damage_data.gd — typed
DamageData Resource with enum / flags for damage types (no String elements).
- health_component.gd —
take_damage + i-frame gate + health_changed / died signals.
- hitbox_hurtbox.gd / hitbox_component.gd — Area hit delivery into hurtboxes.
- combat_system_patterns.gd — duck-typing, hit-stop, nodeless AoE, frame sync.
Do NOT re-inline Hitbox/Health/Combo/Ability tutorials in scenes. Route abilities to godot-ability-system; compose components per godot-composition; FSMs via godot-state-machine-advanced.
Decision Tree
| Task | Load | Do NOT Load |
|---|
| Define damage payload | damage_data.gd | String damage_type fields |
| HP + i-frames | health_component.gd | Direct health -= n |
| Melee/projectile volumes | hitbox_hurtbox.gd / hitbox_component.gd | Permanent monitoring Areas |
| AoE / hit-stop / duck-type | combat_system_patterns.gd | Spawn temp Areas every tick |
| Ability cooldowns / skill bar | godot-ability-system | Inline AbilityManager novels here |
| Combo buffers | godot-input-handling + state machine | Embedding hit logic in _input |
Damage Type Contract (aligned with NEVER)
# From damage_data.gd — prefer this shape everywhere
enum DamageType { PHYSICAL = 1, FIRE = 2, ICE = 4, LIGHTNING = 8, POISON = 16 }
@export_flags("Physical", "Fire", "Ice", "Lightning", "Poison")
var damage_types: int = DamageType.PHYSICAL
Hitboxes must pass DamageData (or equivalent AttackData built from the same flags), never "Physical" strings.
Available Scripts
Elite Deltas (keep short)
MANDATORY for telemetry, networked hits, combos, and moved inline tutorials: elite-combat-patterns.md. Do NOT Load for first DamageData + HealthComponent pass.
Reference
Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Areas, layers/masks, Resources, signals, timers, animation hit windows). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.
Official Documentation
- Using Area2D — Hitbox/hurtbox combat is Area overlap detection (
area_entered / monitoring), not CharacterBody movement queries.
- Physics introduction — Prefer collision layers/masks for hit filtering; groups are slower and do not replace physics masks for high-frequency combat.
- Area2D — 2D hit volumes:
monitoring/monitorable, area_entered, and layer/mask bits for team/faction filtering.
- Area3D — 3D
HitboxComponent / hurtbox volumes use the same Area overlap model with 3D layers and shapes.
- CollisionShape2D — Enable/disable attack shapes with
set_deferred("disabled", …) so the physics server is not mutated mid-step; never non-uniform-scale the node.
- PhysicsShapeQueryParameters3D — Nodeless AoE/explosions via
intersect_shape on PhysicsDirectSpaceState3D without spawning temporary Area nodes.
- AnimationPlayer — Drive hitbox active windows from animation tracks (or method calls) so attacks are not permanently monitoring.
- Resources — Keep
DamageData / combat stats as data (Resource / RefCounted), and duplicate() shared templates per instance so enemies do not share one health pool.
- Using signals — Emit
health_changed / died / damage events so HUD and VFX subscribe without coupling lifebars into the player script.
- SceneTreeTimer — Hit-stop after
Engine.time_scale = 0 must use create_timer(..., ignore_time_scale=true) or the thaw timer freezes with the world.
- Tween — Interruptible hitstun/flash VFX: kill and recreate tweens on consecutive hits instead of stacking parallel flash animations.
Related Skills
Prerequisites
- godot-2d-physics — Area layers/masks,
CollisionShape2D deferred disable, and space queries are the physics substrate under hitbox/hurtbox filtering.
- godot-signal-architecture — Damage, health, and death signals need clear ownership so combat components stay decoupled from UI and AI listeners.
- godot-composition — Prefer
HealthComponent / HitboxComponent children over baking combat into a monolithic Character script.
- godot-resource-data-patterns —
DamageData, elemental flags, and combat stats belong in Resource/RefCounted data with safe duplicate() on spawn.
Complements
- godot-ability-system — Abilities resolve into this skill’s damage/targeting pipeline; keep ability metadata separate from
DamageData.
- godot-rpg-stats — Armor, resistances, crit chance, and modifier stacks feed
take_damage before health is written.
- godot-animation-player — Attack animations own hitbox enable windows, cancel frames, and recovery locks for combos.
- godot-state-machine-advanced — IDLE/ATTACKING/BLOCKING/STUNNED combat states belong in a character FSM that gates
can_act, not ad-hoc bool soup.
- godot-input-handling — Combo buffers and attack actions should call into combat/combo systems from the action map rather than embedding hit logic in input callbacks.
Downstream / consumers
- godot-monte-carlo-balancer — After DamageData, i-frames, cooldowns, and crit curves are tunable, Monte Carlo sims prove DPS/TTK bands before shipping difficulty.
- godot-multiplayer-networking — Predicted hits, lag compensation, and authority checks build on the DamageData + server-validate RPC split.
- godot-genre-action-rpg — Action-RPG combat loops assemble hitboxes, abilities, stats, and progression genre glue on top of this skill.
Master
- godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.