Skip to content
Back to skills

Bevy Genre Action Rpg

ASecurity

Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
developmentrustgonodegitapidocumentation

Works with

  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-action-rpg --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Bevy Genre Action Rpg?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Bevy Genre Action Rpg
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-bevy-genre-action-rpg/badge)](https://www.skillsdirectory.com/skills/thedivergentai-bevy-genre-action-rpg)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: bevy-genre-action-rpg
description: "Bevy 0.20 action-RPG router: real-time hits, stats, inventory, and quests as ECS joins, with domain work in the linked skills. Use when routing an action RPG. Keywords: Bevy, action RPG, hits, stamina, quests, ECS, router."
---

# Bevy Action RPG (thin router)

Genre router. Domain work lives in the Bevy skills below.

## When to use

Load this to route an action RPG: real-time hits, stats, inventory, and quests.

## ECS shape

- **Components** hold the genre's per-entity flags as plain data. This file does not name new engine types.
- **Resources** hold run-wide counters (score, wave index, seed) via bevy-data-resources.
- **Systems** read those components on `Update` or the fixed timestep from bevy-master. Order them with `.chain()` when a later system must see the result.
- **Schedule:** gameplay mode changes go through bevy-state-machines. Do not invent a genre plugin.

## Engine counterparts

| Godot idea | Bevy idiom |
| --- | --- |
| Genre scene tree | Entities plus the domain skills linked below |
| Autoload director | A resource, not a singleton node |
| Signal bus for the loop | bevy-events-messaging |

## Routing

- [bevy-character-movement](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-character-movement/SKILL.md) - Actor motion.
- [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Hits.
- [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Attributes.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Gear.
- [bevy-quest-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-quest-system/SKILL.md) - Objectives.
- [bevy-ability-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ability-system/SKILL.md) - Casts.

## Scope

This router shows the ECS joins an action RPG uses. Stats, hits, gear, and quests stay in the domain skills linked above. Hit volumes belong with the physics skills.

| Join | Owner | Schedule |
| --- | --- | --- |
| Incoming damage amount | Component on the actor, removed after it is applied | `Update`, apply then clear with `.chain()` |
| Reach and stamina | Components on the actor | Read by the ability skill; this router only spawns them |
| Slain count | One resource | `Update`, after the hit system |
| Gear id | Component on the actor | Inventory skill writes it; do not also write it from combat |

```toml
[dependencies]
bevy = "0.20"
```

```rust
#[derive(Component)]
struct Vitality {
    hp: i32,
    max_hp: i32,
}

#[derive(Component)]
struct IncomingHit {
    amount: i32,
}

fn apply_hits(mut actors: Query<(&mut Vitality, &IncomingHit)>) {
    for (mut vitality, hit) in &mut actors {
        vitality.hp = (vitality.hp - hit.amount).max(0);
    }
}

fn clear_hits(mut commands: Commands, hits: Query<Entity, With<IncomingHit>>) {
    for entity in &hits {
        commands.entity(entity).remove::<IncomingHit>();
    }
}

pub struct ActionHitPlugin;

impl Plugin for ActionHitPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Update, (apply_hits, clear_hits).chain());
    }
}
```

```rust
#[derive(Component)]
struct GearSlot {
    item_id: Option<u32>,
}

#[derive(Resource, Default)]
struct QuestFlags {
    slain: u32,
    need: u32,
}

fn equip(mut slots: Query<&mut GearSlot>) {
    for mut slot in &mut slots {
        if slot.item_id.is_none() {
            slot.item_id = Some(1);
        }
    }
}

fn note_kill(mut flags: ResMut<QuestFlags>) {
    if flags.slain < flags.need {
        flags.slain += 1;
    }
}

pub struct ActionProgressPlugin;

impl Plugin for ActionProgressPlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(QuestFlags { slain: 0, need: 3 })
            .add_systems(Update, (equip, note_kill));
    }
}
```

```rust
#[derive(Component)]
struct Actor;

#[derive(Component)]
struct MeleeReach(f32);

#[derive(Component)]
struct Stamina {
    current: f32,
    max: f32,
}

fn spawn_actor(mut commands: Commands) {
    commands.spawn((
        Actor,
        MeleeReach(1.5),
        Stamina {
            current: 100.0,
            max: 100.0,
        },
        Transform::default(),
    ));
}

pub struct ActionRpgPlugin;

impl Plugin for ActionRpgPlugin {
    fn build(&self, app: &mut App) {
        app.add_systems(Startup, spawn_actor);
    }
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ActionRpgPlugin)
        .run();
}
```

## 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 Godot node script |
| 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 this skill | Load the skill that owns it | 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 clear `IncomingHit` in parallel with the system that reads it. WHY: both mutably touch that component, so the clear must be `.chain()`ed after the apply.
- Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.

- No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- No invented genre APIs. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
- Do not pick a physics or net crate here. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

## Reference

The library pin on bevy-master stays **0.20.0**. Official pages stay on the unversioned site.

### Official Documentation
- [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`.
- [Examples](https://github.com/bevyengine/bevy/tree/latest/examples#examples) - Example tree on the `latest` branch.

### Related Skills

#### Prerequisites
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - ECS ownership and schedules.
- [bevy-ecs-composition](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ecs-composition/SKILL.md) - Spawn and query shape.

#### Complements
- [godot-genre-action-rpg](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/godot-genre-action-rpg/SKILL.md) - Equivalent Godot skill.
- [bevy-character-movement](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-character-movement/SKILL.md) - Actor motion.
- [bevy-combat-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-combat-system/SKILL.md) - Hits.
- [bevy-rpg-stats](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-rpg-stats/SKILL.md) - Attributes.
- [bevy-inventory-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-inventory-system/SKILL.md) - Gear.
- [bevy-quest-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-quest-system/SKILL.md) - Objectives.
- [bevy-ability-system](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-ability-system/SKILL.md) - Casts.

#### Downstream / consumers
- None. This router does not own a second implementation.

#### Master
- [bevy-master](https://github.com/thedivergentai/Game-Dev-Agentic-Skills/blob/main/skills/bevy-master/SKILL.md) - Bevy router.

Files in this skill

  • SKILL.md9.4 KB
  • references/ecs-ownership.md535 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.