godot-rpg-stats
Expert blueprint for RPG stat systems (attributes, leveling, modifiers, damage formulas) using Resource-based stats, stackable modifiers, and derive…
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技能内容
Available Scripts
> MANDATORY by scenario — read before implementing:
> - Templates / base attributes → [base_stats_resource.gd](scripts/base_stats_resource.gd)
> - Runtime stack + reactive recalc → [stats_component_reactive.gd](scripts/stats_component_reactive.gd) + [stat_modifier_stacking.gd](scripts/stat_modifier_stacking.gd)
> - Buff/debuff data → [status_effect_data.gd](scripts/status_effect_data.gd) (Type.ADDITIVE / MULTIPLICATIVE / OVERRIDE)
> - Combat math → [damage_formula_handler.gd](scripts/damage_formula_handler.gd)
[base_stats_resource.gd](scripts/base_stats_resource.gd)
Core data container for base attributes (Str, Dex, Int) and derived scaling rules.
[status_effect_data.gd](scripts/status_effect_data.gd)
Serialized buff/debuff definition using StatusEffectData.Type { ADDITIVE, MULTIPLICATIVE, OVERRIDE }.
[stats_component_reactive.gd](scripts/stats_component_reactive.gd)
Orchestrator for JIT (Just-In-Time) stat calculation with active modifier stacking.
[exp_progression_resource.gd](scripts/exp_progression_resource.gd)
Data-driven level-up curve definition using growth factors and base XP.
[dynamic_stat_label_sync.gd](scripts/dynamic_stat_label_sync.gd)
Reactive UI hook for syncing Labels to stat changes without polling.
[damage_formula_handler.gd](scripts/damage_formula_handler.gd)
Centralized RefCounted utility for complex combat math and damage calculations.
[stat_modifier_stacking.gd](scripts/stat_modifier_stacking.gd)
Logic for handling unique vs. stackable buffs and refreshing durations.
[resource_stat_inheritance.gd](scripts/resource_stat_inheritance.gd)
Pattern for extending base stats with specialized attributes (Elemental Resists).
[persistent_character_stats.gd](scripts/persistent_character_stats.gd)
Managing the serialization of character progression to .tres files.
[level_up_system.gd](scripts/level_up_system.gd)
Logic for awarding experience and triggering level-up benefits.
[rpg_stat_resource.gd](scripts/rpg_stat_resource.gd)
Capped base stat Resource with setter clamps + stat_changed signal.
[derived_stat_resource.gd](scripts/derived_stat_resource.gd)
Derived stat that recalculates when base stat dependencies change.
[equipment_tooltip_helper.gd](scripts/equipment_tooltip_helper.gd)
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](scripts/damage_formula_handler.gd).
- NEVER invent Dictionary-only modifier APIs in examples — Align with
StatusEffectData.Typeand the stacking scripts.
Decision Tree
| Layer | Responsibility | Script |
|-------|----------------|--------|
| Resource template | Designer-authored base attributes, curves, inheritance | [base_stats_resource.gd](scripts/base_stats_resource.gd), [exp_progression_resource.gd](scripts/exp_progression_resource.gd), [resource_stat_inheritance.gd](scripts/resource_stat_inheritance.gd) |
| Runtime StatsComponent | Duplicate/instance template, apply/remove modifiers, emit signals, JIT derived stats | MANDATORY [stats_component_reactive.gd](scripts/stats_component_reactive.gd) + [stat_modifier_stacking.gd](scripts/stat_modifier_stacking.gd) |
| StatusEffectData | Typed buff rows (ADDITIVE / MULTIPLICATIVE / OVERRIDE) | [status_effect_data.gd](scripts/status_effect_data.gd) |
| DamageFormula (RefCounted) | Pure combat math shared by Player/NPC | MANDATORY [damage_formula_handler.gd](scripts/damage_formula_handler.gd) |
| Persistence | Save progression; strip runtime buffs first | [persistent_character_stats.gd](scripts/persistent_character_stats.gd) |
| UI sync | Labels listen to signals — no polling | [dynamic_stat_label_sync.gd](scripts/dynamic_stat_label_sync.gd) |
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](scripts/stat_modifier_stacking.gd). Apply through [stats_component_reactive.gd](scripts/stats_component_reactive.gd) so derived stats recalc once per change.
Elite reminders (script-backed)
- Caps — [rpg_stat_resource.gd](scripts/rpg_stat_resource.gd); clamp on setters; never allow overflow attributes.
- Dependency graphs — [derived_stat_resource.gd](scripts/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](scripts/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](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
Resourcetemplates 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_groupso designers tune attributes and scaling in the Inspector without code edits. - Using signals —
stat_changed/stats_recalculatedso UI and derived stats react without_processpolling. - Saving games — serialize progression Resources and strip runtime-only buffs before write.
- File paths in Godot projects —
user://vsres://for persistent character.tressaves. - 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_timerfor timed buff expiry without a per-effect Node.
Related Skills
Prerequisites
- godot-project-foundations — scene tree, Resources, and project layout before building CharacterStats assets.
- godot-gdscript-mastery — typed getters, setters, and signal wiring used by reactive stat components.
- godot-resource-data-patterns — inheritance,
.trestemplates, and composition patterns for attribute data. - godot-signal-architecture — ownership and fan-out rules so
hp_changed/level_updo not create UI cycles.
Complements
- godot-ability-system — abilities that gate on level/attributes and apply temporary modifiers.
- godot-inventory-system — equipment bonuses that register and remove modifier IDs on equip/unequip.
- godot-combat-system — hit resolution that consumes attack/defense/crit from this stack.
- godot-save-load-systems — full save pipelines around ResourceSaver of progression data.
- godot-ui-containers — character sheets and tooltips that listen to recalculated stats.
- godot-economy-system — gold/XP sinks that couple with level curves and gear stat budgets.
- godot-monte-carlo-balancer — matrix-test power curves, modifier stacks, and damage variance before shipping numbers.
Downstream / consumers
- godot-genre-action-rpg — ARPG builds that rely on attributes, gear mods, and derived combat stats.
- godot-genre-roguelike — run-scoped modifiers and scaling that reset between runs.
- godot-turn-system — turn-based combat that resolves damage formulas from shared stats.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
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