--- name: godot-genre-action-rpg description: "Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling." --- # Genre: Action RPG Expert blueprint for action RPGs emphasizing real-time combat, character builds, loot, and progression. ## NEVER Do - **NEVER make stats invisible to players** — Hidden stats feel like RNG. Show damage numbers, crit chance %, armor values clearly. - **NEVER use linear damage scaling** — `damage = level * 10` makes early/late game boring. Use exponential: `damage = base * pow(1.15, level)`. - **NEVER forget diminishing returns on defense** — Armor as `damage_reduction = armor / (armor + 100)` prevents invincibility stacking. - **NEVER make loot drops feel samey** — Differentiate rarities with visual effects (Epic = purple glow), sound cues, and meaningful stat differences. - **NEVER skip hit recovery/stagger** — Attacks without hitstun feel weightless. Add 0.2-0.5s stagger on hit for impact feedback. --- ## Available Scripts > **MANDATORY**: Read the appropriate script before implementing the corresponding pattern. ### [damage_label_manager.gd](scripts/damage_label_manager.gd) Pooled floating damage numbers with vertical stacking logic. Pre-warms pool, handles critical hit scaling, and auto-fades via tweens. ### [telegraphed_enemy.gd](scripts/telegraphed_enemy.gd) AoE telegraph pattern for enemy attacks. Wind-up animation with visual cues gives players dodge window, then executes damage zone. --- ## Core Loop `Combat → Loot → Level Up → Build Power → Challenge Harder Content → Repeat` ## Skill Chain `godot-project-foundations`, `godot-characterbody-2d`, `godot-combat-system`, `godot-rpg-stats`, `godot-inventory-system`, `godot-ability-system`, `godot-quest-system`, `godot-economy-system`, `godot-save-load-systems` --- ## Combat System ### Real-Time Combat with Stats ```gdscript class_name CombatController extends Node signal damage_dealt(target: Node, amount: int, type: String) signal enemy_killed(enemy: Node, xp_reward: int) func calculate_damage(attacker: RPGStats, defender: RPGStats, base_damage: int) -> Dictionary: # Physical damage formula var attack_power := attacker.get_stat("strength") * 2 + base_damage var defense := defender.get_stat("armor") # Damage reduction formula (diminishing returns) var reduction := defense / (defense + 100.0) var final_damage := int(attack_power * (1.0 - reduction)) # Critical hit check var crit_chance := attacker.get_stat("crit_chance") / 100.0 var is_crit := randf() < crit_chance if is_crit: final_damage = int(final_damage * attacker.get_stat("crit_damage") / 100.0) return { "damage": max(1, final_damage), "is_crit": is_crit, "damage_type": "physical" } func apply_damage(target: Node, damage_result: Dictionary) -> void: if target.has_method("take_damage"): target.take_damage(damage_result["damage"], damage_result["is_crit"]) damage_dealt.emit(target, damage_result["damage"], damage_result["damage_type"]) ``` ### Hitbox/Hurtbox Combat ```gdscript class_name Hitbox extends Area2D @export var damage: int = 10 @export var knockback_force: float = 200.0 @export var attack_owner: Node var has_hit: Array[Node] = [] # Prevent multi-hit per swing func _ready() -> void: monitoring = false # Enable only during attack frames func enable() -> void: has_hit.clear() monitoring = true func disable() -> void: monitoring = false func _on_area_entered(area: Area2D) -> void: if area is Hurtbox: var target := area.owner_entity if target != attack_owner and target not in has_hit: has_hit.append(target) var result := CombatController.calculate_damage( attack_owner.stats, target.stats, damage ) CombatController.apply_damage(target, result) apply_knockback(target) func apply_knockback(target: Node) -> void: var direction := (target.global_position - attack_owner.global_position).normalized() if target.has_method("apply_knockback"): target.apply_knockback(direction * knockback_force) ``` --- ## RPG Stats System ### Attribute-Based Stats ```gdscript class_name RPGStats extends Resource signal stat_changed(stat_name: String, new_value: float) signal level_up(new_level: int) # Base attributes (increased on level up) @export var strength: int = 10 @export var dexterity: int = 10 @export var intelligence: int = 10 @export var vitality: int = 10 # Derived stats (calculated from attributes) var derived_stats: Dictionary = {} # Modifiers from equipment, buffs, etc. var flat_modifiers: Dictionary = {} # +50 health var percent_modifiers: Dictionary = {} # +10% damage var level: int = 1 var experience: int = 0 var skill_points: int = 0 func _init() -> void: recalculate_stats() func recalculate_stats() -> void: derived_stats = { # Health: Vitality-based "max_health": vitality * 10 + 100, "health_regen": vitality * 0.5, # Mana: Intelligence-based "max_mana": intelligence * 8 + 50, "mana_regen": intelligence * 0.3, # Physical: Strength + Dexterity "physical_damage": strength * 2, "armor": strength + vitality, # Critical: Dexterity-based "crit_chance": 5.0 + dexterity * 0.2, "crit_damage": 150.0 + dexterity * 0.5, # Speed: Dexterity-based "attack_speed": 1.0 + dexterity * 0.01, "move_speed": 100.0 + dexterity * 2 } # Apply modifiers for stat_name in derived_stats: var base := derived_stats[stat_name] var flat := flat_modifiers.get(stat_name, 0.0) var percent := percent_modifiers.get(stat_name, 0.0) derived_stats[stat_name] = (base + flat) * (1.0 + percent / 100.0) func get_stat(stat_name: String) -> float: if stat_name in derived_stats: return derived_stats[stat_name] return get(stat_name) func add_experience(amount: int) -> void: experience += amount while experience >= get_xp_for_next_level(): experience -= get_xp_for_next_level() level += 1 skill_points += 5 level_up.emit(level) func get_xp_for_next_level() -> int: # Exponential scaling return int(100 * pow(1.5, level - 1)) ``` --- ## Loot System ### Item Generation ```gdscript class_name LootGenerator extends Node enum Rarity { COMMON, UNCOMMON, RARE, EPIC, LEGENDARY } const RARITY_WEIGHTS := { Rarity.COMMON: 60, Rarity.UNCOMMON: 25, Rarity.RARE: 10, Rarity.EPIC: 4, Rarity.LEGENDARY: 1 } const RARITY_AFFIX_COUNT := { Rarity.COMMON: 0, Rarity.UNCOMMON: 1, Rarity.RARE: 2, Rarity.EPIC: 3, Rarity.LEGENDARY: 4 } @export var affix_pool: Array[ItemAffix] @export var base_items: Array[ItemBase] func generate_item(item_level: int, magic_find: float = 0.0) -> Item: var rarity := roll_rarity(magic_find) var base := base_items.pick_random() var item := Item.new() item.base = base item.rarity = rarity item.item_level = item_level # Roll affixes based on rarity var affix_count := RARITY_AFFIX_COUNT[rarity] var available_affixes := affix_pool.duplicate() for i in affix_count: if available_affixes.is_empty(): break var affix := available_affixes.pick_random() available_affixes.erase(affix) item.affixes.append(generate_affix_roll(affix, item_level)) return item func roll_rarity(magic_find: float) -> Rarity: var weights := RARITY_WEIGHTS.duplicate() # Magic find increases rare+ drops weights[Rarity.RARE] *= (1.0 + magic_find / 100.0) weights[Rarity.EPIC] *= (1.0 + magic_find / 100.0) weights[Rarity.LEGENDARY] *= (1.0 + magic_find / 100.0) var total := 0.0 for w in weights.values(): total += w var roll := randf() * total for rarity in weights: roll -= weights[rarity] if roll <= 0: return rarity return Rarity.COMMON func generate_affix_roll(affix: ItemAffix, item_level: int) -> Dictionary: # Scale affix values with item level var min_roll := affix.min_value * (1.0 + item_level * 0.1) var max_roll := affix.max_value * (1.0 + item_level * 0.1) return { "affix": affix, "value": randf_range(min_roll, max_roll) } ``` ### Equipment System ```gdscript class_name Equipment extends Node signal equipment_changed(slot: String, item: Item) enum Slot { HEAD, CHEST, HANDS, LEGS, FEET, WEAPON, OFFHAND, RING1, RING2, AMULET } var equipped: Dictionary = {} # Slot -> Item func equip(item: Item) -> Item: var slot: Slot = item.base.slot var previous: Item = equipped.get(slot) # Unequip old item if previous: remove_item_stats(previous) # Equip new item equipped[slot] = item apply_item_stats(item) equipment_changed.emit(Slot.keys()[slot], item) return previous # Return to inventory func apply_item_stats(item: Item) -> void: var stats := owner.stats as RPGStats # Base stats for stat_name in item.base.base_stats: stats.flat_modifiers[stat_name] = stats.flat_modifiers.get(stat_name, 0) + item.base.base_stats[stat_name] # Affix stats for affix_data in item.affixes: var affix := affix_data["affix"] as ItemAffix var value := affix_data["value"] if affix.is_percent: stats.percent_modifiers[affix.stat] = stats.percent_modifiers.get(affix.stat, 0) + value else: stats.flat_modifiers[affix.stat] = stats.flat_modifiers.get(affix.stat, 0) + value stats.recalculate_stats() ``` --- ## Ability System ### Skill Trees and Unlocks ```gdscript class_name SkillTree extends Resource @export var skills: Array[Skill] @export var connections: Dictionary # skill_id -> Array[prerequisite_ids] func can_unlock(skill_id: String, unlocked_skills: Array[String]) -> bool: if skill_id in unlocked_skills: return false # Already unlocked var prereqs: Array = connections.get(skill_id, []) for prereq in prereqs: if prereq not in unlocked_skills: return false return true func unlock_skill(skill_id: String, player: Node) -> bool: var skill := get_skill(skill_id) if not skill or player.stats.skill_points < skill.cost: return false player.stats.skill_points -= skill.cost player.unlocked_skills.append(skill_id) player.ability_manager.add_ability(skill.ability) return true ``` ### Active Abilities ```gdscript class_name ActiveAbility extends Resource @export var name: String @export var cooldown: float = 5.0 @export var mana_cost: int = 20 @export var damage_multiplier: float = 2.0 @export var aoe_radius: float = 0.0 @export var effect_scene: PackedScene var current_cooldown: float = 0.0 func can_use(caster: Node) -> bool: return current_cooldown <= 0 and caster.stats.current_mana >= mana_cost func use(caster: Node, target_position: Vector2) -> void: if not can_use(caster): return caster.stats.current_mana -= mana_cost current_cooldown = cooldown var effect := effect_scene.instantiate() effect.global_position = target_position effect.damage = int(caster.stats.get_stat("physical_damage") * damage_multiplier) effect.caster = caster caster.get_tree().current_scene.add_child(effect) func update_cooldown(delta: float) -> void: current_cooldown = max(0, current_cooldown - delta) ``` --- ## Enemy Design ### Scaling Difficulty ```gdscript class_name EnemySpawner extends Node @export var base_enemy_scene: PackedScene @export var area_level: int = 1 func spawn_enemy(position: Vector2) -> Node: var enemy := base_enemy_scene.instantiate() enemy.global_position = position # Scale stats with area level var stats := enemy.stats as RPGStats var level_mult := 1.0 + (area_level - 1) * 0.15 stats.vitality = int(stats.vitality * level_mult) stats.strength = int(stats.strength * level_mult) stats.recalculate_stats() # Scale rewards enemy.xp_reward = int(enemy.xp_reward * level_mult) enemy.loot_table.item_level = area_level add_child(enemy) return enemy ``` --- ## Common Pitfalls | Pitfall | Solution | |---------|----------| | Stats feel meaningless | Ensure each point noticeably affects gameplay | | Loot feels same | Dramatic visual and mechanical differences between rarities | | Combat too simple | Combo systems, positioning matters, enemy variety | | Progression walls | Multiple viable paths, catch-up mechanics | | Inventory management tedium | Auto-sort, quick-sell, stash tabs | --- ## Architecture Overview ``` AutoLoads: ├── PlayerStats (godot-rpg-stats) ├── InventoryManager (godot-inventory-system) ├── QuestManager (godot-quest-system) ├── LootGenerator (godot-economy-system) └── GameManager (godot-scene-management) Player: ├── CharacterBody2D/3D ├── RPGStats ├── Equipment ├── AbilityManager ├── Hitbox/Hurtbox └── InputHandler Enemies: ├── AI Controller (state machine) ├── RPGStats (scaled) ├── HealthComponent ├── LootTable └── Hitbox/Hurtbox ``` --- ## Godot-Specific Tips 1. **Resources for items**: Use `Resource` for items - easily serializable for save/load 2. **Object pooling**: Pool damage numbers, projectiles, item pickups 3. **Animation callbacks**: Use AnimationPlayer method tracks to enable/disable hitboxes 4. **Stat recalculation**: Only recalculate on equip/level, not every frame --- ## Example Games for Reference - **Diablo / Path of Exile** - Loot-focused ARPG - **Elden Ring / Dark Souls** - Combat-focused action RPG - **Hades** - Roguelike ARPG hybrid - **Grim Dawn** - Deep character builds ## Reference - Master Skill: [godot-master](../godot-master/SKILL.md)