--- 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 (Expert Anti-Patterns) ### Combat & Progression - NEVER use linear damage scaling for progression; strictly use an **exponential curve** (e.g., `base * pow(1.15, level)`) to maintain the power fantasy. - NEVER allow defense stats to stack linearly to 100%; strictly use a **Diminishing Returns** formula (e.g., `armor / (armor + 100.0)`) to prevent invincibility. - NEVER skip Hit Recovery (Stagger); strictly implement a brief stagger state (0.2s - 0.5s) on significant hits to prevent "floaty" combat. - NEVER hide critical stats from the player; strictly provide a detailed character sheet for theory-crafting (Crit Chance, Resistance, etc.). - NEVER make loot drops visually identical; strictly differentiate rarities with color-coded beams (purple/gold) and distinct sound cues. - NEVER calculate hitboxes, knockbacks, or combat movement in `_process()`; strictly use `_physics_process()` for deterministic results. - NEVER evaluate exact floating-point equality (==) for combat thresholds; strictly use `is_equal_approx()`. - NEVER use the ! (NOT) operator in AnimationTree Advance Condition expressions; strictly use explicit boolean equality (`is_walking == false`). ### Technical & Architecture - NEVER store character stats or massive inventories as Nodes; strictly use **Resource-based data containers** for lightweight memory overhead. - NEVER forget to call `duplicate()` on shared Resources; modifying one goblin's stats must not affect all other instances. - NEVER rigidly couple combat detection to specific classes; strictly use **Duck-Typing** (e.g., `if body.has_method(&"take_damage")`) for interaction. - NEVER rely on the UI SceneTree as the source of truth for inventory; strictly separate data logic from visualization. - NEVER recalculate stats every frame; strictly trigger recalculation only on gear changes or level-ups. - NEVER parse massive RPG save files synchronously; strictly offload heavy parsing to the `WorkerThreadPool`. - NEVER synchronize complex Resource types over the network; strictly serialize changes into primitive Dictionaries or PackedByteArrays. - NEVER manage character state by coupling child nodes to parent existence; strictly use signals for loose coupling ("Signal Up, Call Down"). - NEVER use standard Strings for high-frequency AI state identifiers; strictly use `StringName` for optimized hash comparisons. ### Performance & AI - NEVER instantiate/destroy hundreds of objects (projectiles, damage text) per second; strictly use **Object Pooling**. - NEVER delete active combat entities via `free()`; strictly use `queue_free()` for safe deferred disposal. - NEVER calculate complex loot drops or parse massive late-game inventories on the main thread; strictly offload heavy RNG rolls and array iterations to the **WorkerThreadPool**. - NEVER use nested if/elif blocks for complex Boss AI; strictly use a modular **StateMachine** or pattern matching. - NEVER iterate through the SceneTree for global state changes; strictly use **Signal Groups** (`call_group()`). - NEVER move `OccluderInstance3D` nodes attached to dynamic characters; this causes CPU BVH rebuild stalls. --- ## 🛠 Expert Components (scripts/) ### Original Expert Patterns - [damage_label_manager.gd](scripts/damage_label_manager.gd) - High-performance pooled system for floating damage numbers and critical hits. - [telegraphed_enemy.gd](scripts/telegraphed_enemy.gd) - Advanced AI component for Soul-like wind-ups, AOE indicators, and timed attacks. ### Modular Components - [character_stats_resource.gd](scripts/character_stats_resource.gd) - Modular data container for base RPG attributes and scaling logic. - [entity_stat_duplicator.gd](scripts/entity_stat_duplicator.gd) - Pattern for ensuring unique death/health state for instanced enemies. - [duck_typed_hitbox.gd](scripts/duck_typed_hitbox.gd) - Safe combat interaction system for players, enemies, and props. - [combat_log_connector.gd](scripts/combat_log_connector.gd) - Signal-binding logic for decoupled combat event logging. - [aoe_physics_query.gd](scripts/aoe_physics_query.gd) - Performance-optimized AoE detection using direct PhysicsServer queries. - [hierarchical_state_base.gd](scripts/hierarchical_state_base.gd) - Robust base for managing complex ARPG character behavior. - [animation_condition_sync.gd](scripts/animation_condition_sync.gd) - Safe synchronization logic for AnimationTree Advance Conditions. - [threaded_inventory_loader.gd](scripts/threaded_inventory_loader.gd) - WorkerThreadPool-driven background parsing for large inventories. - [typed_inventory_storage.gd](scripts/typed_inventory_storage.gd) - High-performance strongly-typed dictionary for item storage. - [high_speed_aggro_broadcaster.gd](scripts/high_speed_aggro_broadcaster.gd) - Group-based broadcasting pattern for instant localized AI alerts. --- ## 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 ## Advanced ARPG Meta-Systems Expert implementation of high-end ARPG systems for endgame progression and visual polish. ### 1. Paragon/Ascension System (Resource-Based Progression) For post-level-cap progression, utilize a custom `Resource`. This allows for encapsulated methods, signals for UI updates, and efficient serialization. ```gdscript class_name ParagonStats extends Resource @export var paragon_level: int = 0 @export var bonus_strength: float = 0.0 @export var bonus_vitality: float = 0.0 const XP_REQUIREMENT_BASE: int = 10000 var current_xp: int = 0 func add_paragon_experience(amount: int) -> void: current_xp += amount var leveled_up: bool = false while current_xp >= _get_xp_requirement(): current_xp -= _get_xp_requirement() paragon_level += 1 bonus_strength += 2.5 bonus_vitality += 1.5 leveled_up = true if leveled_up: emit_changed() # Notify UI and combat systems func _get_xp_requirement() -> int: return XP_REQUIREMENT_BASE * (paragon_level + 1) ``` **Architectural Tip**: When assigning a paragon template to a character, always use `duplicate(true)` to avoid modifying the globally cached resource instance. ### 2. Shader-Based Loot Beams (Visual Cues) To handle massive loot drops without performance degradation, use the `RenderingServer` to pass rarity parameters to a shared shader without duplicating materials. *loot_beam.gdshader* ```glsl shader_type spatial; render_mode unshaded, cull_disabled; uniform vec3 rarity_color = vec3(1.0, 1.0, 1.0); void fragment() { ALBEDO = rarity_color; EMISSION = rarity_color * 3.0; # High emission for glowing effect } ``` *loot_drop_manager.gd* ```gdscript class_name LootDropManager extends Node # Update visual rarity without material duplication overhead func apply_rarity_visuals(mesh_instance: MeshInstance3D, color: Color) -> void: if mesh_instance: # Use low-level RenderingServer for high-performance per-instance parameters RenderingServer.instance_geometry_set_shader_parameter( mesh_instance.get_instance_id(), "rarity_color", color ) ``` ### 3. Stat-Snapshot System (Combat Logging) Combat logs should capture isolated state snapshots in a `Dictionary` and be flushed to disk periodically to avoid I/O bottlenecks. ```gdscript class_name CombatLogger extends Node const LOG_FILE_PATH: String = "user://combat_log.json" var _session_buffer: Array[Dictionary] = [] func record_event(source: String, target: String, damage: int, is_crit: bool) -> void: var snapshot: Dictionary = { "timestamp": Time.get_unix_time_from_system(), "source": source, "target": target, "damage": damage, "is_crit": is_crit } _session_buffer.append(snapshot) # Periodic flush (e.g., every 100 entries) to prevent memory bloat if _session_buffer.size() >= 100: flush_to_disk() func flush_to_disk() -> void: if _session_buffer.is_empty(): return var file := FileAccess.open(LOG_FILE_PATH, FileAccess.WRITE) if file: file.store_string(JSON.stringify(_session_buffer, "\t")) file.close() # Note: In a real scenario, you'd append to existing logs or rotate files ``` **Anti-Pattern**: NEVER write to `res://` at runtime. Always use `user://` for persistent logs, as `res://` is typically read-only in exported builds. ## Reference - Master Skill: [godot-master](../godot-master/SKILL.md)