| name | godot-rpg-stats |
| description | Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derived stat calculations. Use when implementing character progression OR equipment/buff systems. Keywords stats, attributes, leveling, modifiers, CharacterStats, derived stats, damage calculation, XP. |
Available Scripts
MANDATORY by scenario — read before implementing:
Core data container for base attributes (Str, Dex, Int) and derived scaling rules.
Serialized buff/debuff definition using StatusEffectData.Type { ADDITIVE, MULTIPLICATIVE, OVERRIDE }.
Orchestrator for JIT (Just-In-Time) stat calculation with active modifier stacking.
Data-driven level-up curve definition using growth factors and base XP.
Reactive UI hook for syncing Labels to stat changes without polling.
Centralized RefCounted utility for complex combat math and damage calculations.
Logic for handling unique vs. stackable buffs and refreshing durations.
Pattern for extending base stats with specialized attributes (Elemental Resists).
Managing the serialization of character progression to .tres files.
Logic for awarding experience and triggering level-up benefits.
Capped base stat Resource with setter clamps + stat_changed signal.
Derived stat that recalculates when base stat dependencies change.
BBCode equipment comparison tooltips (_make_custom_tooltip).
NEVER Do in RPG Stats
- NEVER use integers for percentages — Always use
float (0.0–1.0 or 0.0–100.0) to avoid truncation.
- NEVER modify current_health without emitting signals — UI desyncs without broadcasts.
- NEVER rely solely on additive modifiers — Use multiplicative or hybrid scaling for long progressions.
- NEVER add modifiers without a unique ID or Key — Required to remove specific effects.
- NEVER use exponential XP formulas without a growth cap — Uncapped
pow() overflows or soft-locks levels.
- NEVER forget to clamp derived values — Negative vitality must not yield negative max HP (
maxi(val, 1)).
- NEVER perform heavy stat recalculations in
_process() — Recalc only on modifier/base change (reactive).
- NEVER hardcode stat names in logic — Use StringNames or enums.
- NEVER store temporary runtime buffs in a permanent Save Resource — Strip short-duration modifiers before serialize.
- NEVER calculate damage directly in the Character script — Centralize in damage_formula_handler.gd.
- NEVER invent Dictionary-only modifier APIs in examples — Align with
StatusEffectData.Type and the stacking scripts.
Decision Tree
Do not paste beginner class_name Stats / Dictionary equipment tutorials — route to the scripts above.
API alignment (StatusEffectData)
# Author buffs as Resources — not ad-hoc Dictionary modifiers
var haste := StatusEffectData.new()
haste.name = "Haste"
haste.type = StatusEffectData.Type.MULTIPLICATIVE
haste.attribute = "speed"
haste.value = 1.25
haste.duration = 8.0
var flat_str := StatusEffectData.new()
flat_str.type = StatusEffectData.Type.ADDITIVE
flat_str.attribute = "strength"
flat_str.value = 5.0
var break_def := StatusEffectData.new()
break_def.type = StatusEffectData.Type.OVERRIDE
break_def.attribute = "defense"
break_def.value = 0.0
Stacking / refresh / unique-vs-stackable behavior: MANDATORY stat_modifier_stacking.gd. Apply through stats_component_reactive.gd so derived stats recalc once per change.
Elite reminders (script-backed)
- Caps — rpg_stat_resource.gd; clamp on setters; never allow overflow attributes.
- Dependency graphs — derived_stat_resource.gd; derived stats recalc from signals when bases change — never
_process.
- Equipment — Register/remove modifier IDs on equip/unequip via stacking API; tooltips via equipment_tooltip_helper.gd.
Deep dive (load on demand)
Equipment hooks, damage formula, skill gates, elite cap/derived/tooltip patterns — references/elite-stat-patterns.md.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Resources — why base stats, curves, and status effects belong on
Resource templates you duplicate or instance per character.
- Resource —
duplicate(), resource_local_to_scene, and shared-vs-unique semantics that prevent every enemy sharing one HP Resource.
- GDScript exported properties —
@export / @export_group so designers tune attributes and scaling in the Inspector without code edits.
- Using signals —
stat_changed / stats_recalculated so UI and derived stats react without _process polling.
- Saving games — serialize progression Resources and strip runtime-only buffs before write.
- File paths in Godot projects —
user:// vs res:// for persistent character .tres saves.
- ResourceSaver — write character stats Resources to disk after level-ups.
- ResourceLoader —
exists / load paths when restoring progression on boot.
- RefCounted — keep damage formulas and pure combat math off the scene tree.
- Random number generation — seeded crit / variance rolls that stay reproducible in balance tests.
- Label — bind text to signal-driven attribute refresh for HUD sync.
- SceneTree —
create_timer for timed buff expiry without a per-effect Node.
Related Skills
Prerequisites
Complements
Downstream / consumers
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.