--- name: bevy-rpg-stats description: "Bevy ECS skill for character stats. Keywords: Bevy, stats, attributes, modifiers, ECS." --- # Bevy RPG stats ## When to use Load this when attributes, modifiers, or derived numbers live on an actor. Combat applies them via bevy-combat-system. ## ECS shape - **Components:** base attributes, a modifier list, and current health on the actor. - **Resources:** the level curve is one resource for the whole run (bevy-data-resources). - **Systems:** recompute max health when `Attributes` change. An `IncomingHit` or `XpGain` is a component removed after it is applied. `.chain()` so a vitality gain runs before the health sync. - **Messages:** one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging. ```toml [dependencies] bevy = "0.20" serde = { version = "1", features = ["derive"] } ron = "0.10" ``` Attributes and modifiers live on the actor. Derived attack is a function, not a second source of truth. ```rust #[derive(Component, Clone, Copy)] struct Attributes { strength: i32, vitality: i32, } enum ModKind { Add, Mul, } struct Modifier { kind: ModKind, amount: f32, } #[derive(Component)] struct ModifierList(Vec); fn derived_attack(attrs: &Attributes, mods: &ModifierList) -> f32 { let mut value = attrs.strength as f32; let mut scale = 1.0; for modifier in &mods.0 { match modifier.kind { ModKind::Add => value += modifier.amount, ModKind::Mul => scale *= modifier.amount, } } (value * scale).max(0.0) } ``` Health max follows vitality. The system runs only when `Attributes` changed, so idle frames do not recompute. ```rust #[derive(Component, Clone, Copy)] struct Attributes { strength: i32, vitality: i32, } #[derive(Component)] struct Health { current: i32, max: i32, } fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed>) { for (attrs, mut health) in &mut actors { health.max = (20 + attrs.vitality * 5).max(1); health.current = health.current.min(health.max); } } #[derive(Component, Clone, Copy)] struct IncomingHit(i32); fn apply_hits(mut commands: Commands, mut actors: Query<(Entity, &mut Health, &IncomingHit)>) { for (entity, mut health, hit) in &mut actors { health.current = (health.current - hit.0).max(0); commands.entity(entity).remove::(); } } ``` The curve is data. Load it once into a resource. Awarding experience mutates the actor component and reads that table. ```rust use serde::Deserialize; #[derive(Deserialize, Resource, Clone, Copy)] struct LevelCurve { base_xp: u32, growth: f32, } #[derive(Component)] struct Progression { level: u32, xp: u32, } fn load_curve() -> LevelCurve { let text = "(base_xp: 100, growth: 1.15)"; ron::from_str(text).expect("level curve") } fn xp_to_advance(curve: &LevelCurve, level: u32) -> u32 { let scaled = curve.base_xp as f32 * curve.growth.powi(level as i32); scaled.clamp(1.0, 1_000_000.0) as u32 } #[derive(Component, Clone, Copy)] struct Attributes { strength: i32, vitality: i32, } #[derive(Component)] struct Health { current: i32, max: i32, } fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed>) { for (attrs, mut health) in &mut actors { health.max = (20 + attrs.vitality * 5).max(1); health.current = health.current.min(health.max); } } #[derive(Component, Clone, Copy)] struct XpGain(u32); fn grant_xp( mut commands: Commands, curve: Res, mut actors: Query<(Entity, &mut Progression, &mut Attributes, &XpGain)>, ) { for (entity, mut progress, mut attrs, gain) in &mut actors { progress.xp += gain.0; let need = xp_to_advance(&curve, progress.level); if progress.xp >= need { progress.xp -= need; progress.level += 1; attrs.vitality += 1; } commands.entity(entity).remove::(); } } pub struct StatsPlugin; impl Plugin for StatsPlugin { fn build(&self, app: &mut App) { app.insert_resource(load_curve()) .add_systems(Update, (grant_xp, sync_health).chain()); } } ``` ## Choose the owner | Need | Owner | | --- | --- | | Attributes | `Attributes` on the actor. | | Modifier | `ModifierList` of additive and multiplicative rows. | | Level | `Progression` plus a `LevelCurve` resource loaded from RON. | ## Scope - Attribute, modifier, and level data are components and one curve resource, as in the systems above. - Combat resolution that spends the derived attack value belongs on bevy-combat-system. ## Expert Knowledge Delta Target: **Bevy 0.20+**. Core ECS types: `Component`, `Resource`, `Query`, `Commands`, `Startup`, `Update`, `Fixed` / `FixedMain` (`bevy::time`), `.chain()`, `Plugin`, `DefaultPlugins`, `MinimalPlugins`. Messages and observers are an ownership slot. See `bevy-events-messaging` for their APIs. Systems run in parallel unless `.chain()` orders the ones that conflict. ### Who owns state | Piece | Owner | Who may mutate | Schedule | | --- | --- | --- | --- | | Data on one entity | `Component` | One system via `Query` | `Update` or `FixedMain` | | One value for the whole app | `Resource` | One system | `Startup` to insert, then the schedule that reads it | | Spawn | `Commands` | The spawning system | `Startup` for the initial world; later schedules for runtime spawn | | Order that must not race | `.chain()` | The chained systems only | Same schedule | | Plugin boundary | `Plugin` | `build` registers systems and resources | Before the app runs | Borrow rule: two systems that both mutably query the same component must be ordered (`.chain()`) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API. ### Decision | If you need | Do this | Do not | | --- | --- | --- | | Per-entity data | `Component` + `Query` | A value that is not a component | | App-wide config or clock | `Resource` | Copy the value onto every entity | | Stable simulation step | `FixedMain` and the `Fixed` clock | Tie simulation to raw frame `Update` | | Startup spawn | `Commands` in `Startup` | Spawn from a render system | | Cross-system notice that is not shared state | Message or observer slot in `bevy-events-messaging` | A new event type invented in this file | | An API outside the documented set | Check the official docs first | A made-up crate or API | Load [references/ecs-ownership.md](references/ecs-ownership.md) for the ownership table. ## NEVER - Do not pin `/0.20.0/` in docs URLs. WHY: links stay on `latest`; the 0.20 target is stated once in prose. - Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless `.chain()` orders them. - Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules. - No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. - No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs. ## Reference The library pin on bevy-master stays **0.20.0**. ### Official Documentation - [Assets](https://bevy.org/assets/) - Official asset catalog. - [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch. - [ECS](https://bevy.org/learn/quick-start/getting-started/ecs/) - `Component`, systems, `Query`, `Startup`, `Update`, and `.chain()`. - [Plugins](https://bevy.org/learn/quick-start/getting-started/plugins/) - `Plugin`, `DefaultPlugins`, `MinimalPlugins`, and `add_plugins`. ### Related Skills #### Prerequisites - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Hub and schedules. - [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Components and systems. - [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Consumes derived attack and health. - [bevy-data-resources](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-data-resources/SKILL.md) - Tables and definitions. - [bevy-events-messaging](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-events-messaging/SKILL.md) - One-shot facts. #### Complements - [bevy-state-machines](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-state-machines/SKILL.md) - Mode flags. - [godot-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-rpg-stats/SKILL.md) - Equivalent Godot skill. #### Downstream / consumers - None yet. #### Master - [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.