--- name: godot-resource-data-patterns description: "Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays." --- ## NEVER Do in Resource Design - **NEVER modify resource instances directly** — Without `.duplicate()`, changing a value (like HP) modifies the shared `.tres` for everyone. - **NEVER use untyped arrays in Resources** — `@export var items: Array` allows logic errors. Always use `Array[ResourceClass]` for type safety. - **NEVER store Node references in Resources** — Objects that only exist in a specific SceneTree cannot be serialized. Store `NodePath` or `UID`. - **NEVER perform heavy calculations in Resource getters/setters** — Resources should be data containers. Offload logic to Nodes or specialized RefCounted classes. - **NEVER skip `ResourceSaver.save()` error checks** — Saving can fail due to permissions, disk space, or path issues. Always check the return code. - **NEVER use Resources for high-frequency runtime data** — If a value changes 60 times a second (like velocity), a standard variable is faster than a Resource property. - **NEVER allow circular Resource references** — If A.tres references B.tres and B.tres references A.tres, the engine may crash on load. - **NEVER forget the `_init` defaults** — Resources created via `new()` or in the Inspector need default values in their constructor to be editable. - **NEVER share a Resource between entities if they need unique state** — Use `resource_local_to_scene = true` or `duplicate()` for components. - **NEVER use `.tres` for massive datasets** — If you have 10,000 items, a JSON or custom binary format might be more efficient than individualized Resource files. --- ## Decision Tree: Resource vs RefCounted vs Node | Type | Use when | Disk / Inspector | |------|----------|------------------| | `Resource` | Shared definitions, saveable data, `@export` authoring | `.tres`/`.res`, Inspector ✅ | | `RefCounted` | Temporary runtime calcs, non-persistent helpers | No disk / weak Inspector | | `Node` | Scene entities with process/signals in the tree | Scene files | **Use Resources for:** item defs, stats templates, abilities, dialogue tables, enemy configs. **Use RefCounted for:** damage calc scratchpads, ephemeral state machines, non-saved utilities. ## Available Scripts — MANDATORY by Scenario | Scenario | MANDATORY read | |----------|----------------| | Per-instance mutable stats (HP) sharing a base `.tres` | [resource_local_to_scene.gd](scripts/resource_local_to_scene.gd) | | Nested Item → Weapon → StatusEffect trees / save whole graph | [nested_resource_serialization.gd](scripts/nested_resource_serialization.gd) | | Many entities sharing one config (flyweight) | [resource_flyweight_caching.gd](scripts/resource_flyweight_caching.gd) / [flyweight_enemy_config.gd](scripts/flyweight_enemy_config.gd) | | Custom `@export` data containers | [custom_data_resource.gd](scripts/custom_data_resource.gd) | | Reactive stats with signals | [character_stats_resource.gd](scripts/character_stats_resource.gd) | | Inventory arrays of Resources | [resource_based_inventory.gd](scripts/resource_based_inventory.gd) | | Save Resource trees to disk | [resource_save_system.gd](scripts/resource_save_system.gd) — check `Error` | | Preload / O(1) cache before play | [resource_preloading_strategy.gd](scripts/resource_preloading_strategy.gd) | | Runtime `Resource.new()` loot | [dynamic_resource_generation.gd](scripts/dynamic_resource_generation.gd) | | Validate / pool / factory | [resource_validator.gd](scripts/resource_validator.gd) / [resource_pool.gd](scripts/resource_pool.gd) / [data_factory_resource.gd](scripts/data_factory_resource.gd) | ## Expert WHY (critical) > **CAUTION:** Runtime HP/mana on a shared `.tres` without `duplicate(true)` or `resource_local_to_scene` mutates the asset on disk — the **"damaging one damages all"** bug. - **`.res` vs `.tres`:** binary `.res` in production; `.tres` for design diffs; nested trees save with parent via `ResourceSaver`. - **Cache:** `ResourceLoader.CACHE_MODE_REPLACE` after external edits bypass stale cache. - **Local-to-scene / duplicate:** mandatory for per-instance components — [resource_local_to_scene.gd](scripts/resource_local_to_scene.gd). - **10k+ rows:** individualized `.tres` files lose to JSON/binary — see Official Docs binary serialization. ## Deep dive (load on demand) Pattern 1–7 walkthroughs (ItemData, databases, RefCounted calcs, directory scan, O(1) cache) — [references/resource-patterns-deep.md](references/resource-patterns-deep.md). Implement nested weapons from [nested_resource_serialization.gd](scripts/nested_resource_serialization.gd), not memory. ## 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](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Custom Resource scripts, `.tres`/`.res`, sharing vs `duplicate()`, and `resource_local_to_scene` for per-instance state. - [Data preferences](https://docs.godotengine.org/en/stable/tutorials/best_practices/data_preferences.html) — When to store data in Resources vs dictionaries, ConfigFile, or plain scripts for inspector and serialization needs. - [Resource](https://docs.godotengine.org/en/stable/classes/class_resource.html) — `duplicate`, `emit_changed`, `resource_path`, and local-to-scene flags used by every data container pattern here. - [ResourceLoader](https://docs.godotengine.org/en/stable/classes/class_resourceloader.html) — Cached `load` / threaded requests that power flyweight sharing and preload caches. - [ResourceSaver](https://docs.godotengine.org/en/stable/classes/class_resourcesaver.html) — Persist custom Resources to `user://` or `res://` and always check the returned `Error`. - [RefCounted](https://docs.godotengine.org/en/stable/classes/class_refcounted.html) — Lightweight runtime objects when you need refcounting without disk serialization or Inspector exports. - [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Broader save strategies that pair with ResourceSaver for slot-based `.tres` state. - [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — Threaded `ResourceLoader` polling so databases and VFX packs do not hitch the main thread. - [GDScript exports](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html) — Typed `@export` / `Array[T]` so item and quest Resources stay Inspector-safe. - [Binary serialization API](https://docs.godotengine.org/en/stable/tutorials/io/binary_serialization_api.html) — Compact FileAccess packing when thousands of rows outgrow individualized `.tres` files. - [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) — Why shared Resources live outside scene trees and how component scenes compose exported data. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Project layout, import, and `res://` hygiene before authoring shared `.tres` databases. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — `class_name`, typed arrays, setters, and `@tool` discipline every custom Resource script depends on. #### Complements - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Ownership and fan-out for Resource `changed` / custom signals that drive reactive UI and stats. - [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Slot versioning, migration, and secure paths that wrap ResourceSaver/ResourceLoader save flows. - [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — Packed scenes and threaded loads that consume preloaded Resource caches without hitch spikes. - [godot-ability-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ability-system/SKILL.md) — Ability/buff definitions are Resource data; this skill owns the container and serialization patterns. - [godot-dialogue-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-dialogue-system/SKILL.md) — Dialogue graphs and line tables are nested Resources that reuse typed-array and save patterns here. - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — Flyweight sharing, pooling RefCounted payloads, and when `.res` beats text `.tres` at scale. #### Downstream / consumers - [godot-inventory-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-inventory-system/SKILL.md) — Item stacks, equipment, and bags consume `ItemData` / inventory Resource arrays defined here. - [godot-procedural-generation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-procedural-generation/SKILL.md) — Generators that instantiate loot, quests, and configs via `Resource.new()` at runtime. - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — `.tres` stats and economy tables are the preferred extract source — build the data layer before regex farms. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry for cross-skill discovery.