Skip to content
Back to skills

Godot Combat System

ASecurity

Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.

  • 866 stars
  • 0 votes
  • 0 copies
  • 0 views
  • Added October 19, 2026
devopsgoc++shellnodegitapidocumentation

Works with

  • cli
  • api

Security analysis

A100/100

Pro scans all 14 files and shows the line behind each finding

Scanned October 19, 2026

npx -y skills add thedivergentai/Game-Design-Agentic-Skills --skill godot-combat-system --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Godot Combat System?

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

Security grade badge for Godot Combat System
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/thedivergentai-godot-combat-system/badge)](https://www.skillsdirectory.com/skills/thedivergentai-godot-combat-system)

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: godot-combat-system
description: "Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup."
---

## NEVER Do

- **NEVER use direct damage references (`target.health -= 10`)** — Bypass armor, resistances, and i-frames. Always `DamageData` + `HealthComponent.take_damage`.
- **NEVER forget invincibility frames (i-frames)** — Multi-hit shapes otherwise tick every physics frame. Apply a short invuln window after a successful hit.
- **NEVER keep hitboxes active permanently** — Enable/disable with AnimationPlayer tracks or timed code; permanent monitoring causes ghost hits.
- **NEVER use groups for physics-based hit filtering** — Prefer collision layers/masks (C++ filter). Groups are secondary logic, not the physics gate.
- **NEVER emit damage signals without a DamageData object** — Raw numbers lose type, source, knockback, and crit context.
- **NEVER use raw strings for elemental damage types** — Use `enum` / `@export_flags` bitfields. String `"physical"` violates this skill’s own contract.
- **NEVER use try/catch to validate targets** — GDScript has no exceptions. Use `has_method(&"take_damage")` / `is` checks.
- **NEVER hardcode hitstun with `OS.delay_msec()`** — Blocks the OS thread. Use tweens / `Engine.time_scale` + `ignore_time_scale` timers.
- **NEVER apply RigidBody impulses in `_process()`** — Use `_physics_process` / `_integrate_forces`.
- **NEVER couple UI lifebars inside the Player script** — Emit `health_changed`; HUD listens.
- **NEVER leave CollisionShapes active on dead entities** — `set_deferred("disabled", true)` on death.
- **NEVER scale CollisionShapes non-uniformly** — Scale the shape resource (`radius`, `size`), not the node transform unevenly.
- **NEVER use instanced Nodes for base combat stats** — Prefer `Resource` / `RefCounted` containers; `duplicate()` per instance.
- **NEVER use standard strings for high-frequency state names** — Prefer `StringName` (`&"attacking"`).
- **NEVER forget `duplicate()` on shared Resource stats** — Shared templates = shared health pools.

---

## Golden Path (MANDATORY)

1. **[damage_data.gd](scripts/damage_data.gd)** — typed `DamageData` Resource with `enum` / flags for damage types (no String elements).
2. **[health_component.gd](scripts/health_component.gd)** — `take_damage` + i-frame gate + `health_changed` / `died` signals.
3. **[hitbox_hurtbox.gd](scripts/hitbox_hurtbox.gd)** / **[hitbox_component.gd](scripts/hitbox_component.gd)** — Area hit delivery into hurtboxes.
4. **[combat_system_patterns.gd](scripts/combat_system_patterns.gd)** — duck-typing, hit-stop, nodeless AoE, frame sync.

**Do NOT** re-inline Hitbox/Health/Combo/Ability tutorials in scenes. Route abilities to [godot-ability-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ability-system/SKILL.md); compose components per [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md); FSMs via [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md).

## Decision Tree

| Task | Load | Do NOT Load |
|------|------|-------------|
| Define damage payload | damage_data.gd | String `damage_type` fields |
| HP + i-frames | health_component.gd | Direct `health -= n` |
| Melee/projectile volumes | hitbox_hurtbox.gd / hitbox_component.gd | Permanent monitoring Areas |
| AoE / hit-stop / duck-type | combat_system_patterns.gd | Spawn temp Areas every tick |
| Ability cooldowns / skill bar | godot-ability-system | Inline AbilityManager novels here |
| Combo buffers | godot-input-handling + state machine | Embedding hit logic in `_input` |

## Damage Type Contract (aligned with NEVER)

```gdscript
# From damage_data.gd — prefer this shape everywhere
enum DamageType { PHYSICAL = 1, FIRE = 2, ICE = 4, LIGHTNING = 8, POISON = 16 }

@export_flags("Physical", "Fire", "Ice", "Lightning", "Poison")
var damage_types: int = DamageType.PHYSICAL
```

Hitboxes must pass `DamageData` (or equivalent AttackData built from the same flags), never `"Physical"` strings.

## Available Scripts

- [damage_data.gd](scripts/damage_data.gd) — **MANDATORY** DamageData Resource + type flags.
- [health_component.gd](scripts/health_component.gd) — **MANDATORY** Health + i-frames golden path.
- [hitbox_hurtbox.gd](scripts/hitbox_hurtbox.gd) — **MANDATORY** before Area combat wiring.
- [hitbox_component.gd](scripts/hitbox_component.gd) — 3D Area hitbox companion (flags-aligned).
- [combat_system_patterns.gd](scripts/combat_system_patterns.gd) — **MANDATORY** for AoE / hit-stop / duck-typing.
- [combo_system.gd](scripts/combo_system.gd) — windowed combo buffer (Do NOT Load if no combos).
- [combat_state.gd](scripts/combat_state.gd) — lightweight combat FSM gate.
- [damage_popup.gd](scripts/damage_popup.gd) — floating damage label tween (pool in production).
- [combat_logger.gd](scripts/combat_logger.gd) — batched combat telemetry JSON.
- [networked_damage_manager.gd](scripts/networked_damage_manager.gd) — server-validate damage RPC shell.
- [hitbox_visualizer.gd](scripts/hitbox_visualizer.gd) — toggle collision debug colors.

## Elite Deltas (keep short)

- **Combat telemetry:** batch JSON flushes via [combat_logger.gd](scripts/combat_logger.gd).
- **Authoritative damage:** [networked_damage_manager.gd](scripts/networked_damage_manager.gd) — clients request; server validates.
- **Hitbox debug:** [hitbox_visualizer.gd](scripts/hitbox_visualizer.gd) + `SceneTree.debug_collisions_hint`.
- **Combos / popups / FSM:** [combo_system.gd](scripts/combo_system.gd), [damage_popup.gd](scripts/damage_popup.gd), [combat_state.gd](scripts/combat_state.gd).

> **MANDATORY** for telemetry, networked hits, combos, and moved inline tutorials: [elite-combat-patterns.md](references/elite-combat-patterns.md). **Do NOT Load** for first DamageData + HealthComponent pass.

## Reference

> **Progressive disclosure:** Skim Official Documentation only for the APIs you are implementing (Areas, layers/masks, Resources, signals, timers, animation hit windows). Open Related Skills when wiring adjacent systems—do not preload the whole lattice.

### Official Documentation
- [Using Area2D](https://docs.godotengine.org/en/stable/tutorials/physics/using_area_2d.html) — Hitbox/hurtbox combat is Area overlap detection (`area_entered` / monitoring), not CharacterBody movement queries.
- [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — Prefer collision layers/masks for hit filtering; groups are slower and do not replace physics masks for high-frequency combat.
- [Area2D](https://docs.godotengine.org/en/stable/classes/class_area2d.html) — 2D hit volumes: `monitoring`/`monitorable`, `area_entered`, and layer/mask bits for team/faction filtering.
- [Area3D](https://docs.godotengine.org/en/stable/classes/class_area3d.html) — 3D `HitboxComponent` / hurtbox volumes use the same Area overlap model with 3D layers and shapes.
- [CollisionShape2D](https://docs.godotengine.org/en/stable/classes/class_collisionshape2d.html) — Enable/disable attack shapes with `set_deferred("disabled", …)` so the physics server is not mutated mid-step; never non-uniform-scale the node.
- [PhysicsShapeQueryParameters3D](https://docs.godotengine.org/en/stable/classes/class_physicsshapequeryparameters3d.html) — Nodeless AoE/explosions via `intersect_shape` on `PhysicsDirectSpaceState3D` without spawning temporary Area nodes.
- [AnimationPlayer](https://docs.godotengine.org/en/stable/classes/class_animationplayer.html) — Drive hitbox active windows from animation tracks (or method calls) so attacks are not permanently monitoring.
- [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — Keep `DamageData` / combat stats as data (`Resource` / `RefCounted`), and `duplicate()` shared templates per instance so enemies do not share one health pool.
- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit `health_changed` / `died` / damage events so HUD and VFX subscribe without coupling lifebars into the player script.
- [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — Hit-stop after `Engine.time_scale = 0` must use `create_timer(..., ignore_time_scale=true)` or the thaw timer freezes with the world.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Interruptible hitstun/flash VFX: kill and recreate tweens on consecutive hits instead of stacking parallel flash animations.
- [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) — Authoritative damage: clients request hits; the server validates and confirms via `@rpc` before applying `take_damage`.

### Related Skills

#### Prerequisites
- [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — Area layers/masks, `CollisionShape2D` deferred disable, and space queries are the physics substrate under hitbox/hurtbox filtering.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Damage, health, and death signals need clear ownership so combat components stay decoupled from UI and AI listeners.
- [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Prefer `HealthComponent` / `HitboxComponent` children over baking combat into a monolithic Character script.
- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — `DamageData`, elemental flags, and combat stats belong in Resource/`RefCounted` data with safe `duplicate()` on spawn.

#### Complements
- [godot-ability-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ability-system/SKILL.md) — Abilities resolve into this skill’s damage/targeting pipeline; keep ability metadata separate from `DamageData`.
- [godot-rpg-stats](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-rpg-stats/SKILL.md) — Armor, resistances, crit chance, and modifier stacks feed `take_damage` before health is written.
- [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) — Attack animations own hitbox enable windows, cancel frames, and recovery locks for combos.
- [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — IDLE/ATTACKING/BLOCKING/STUNNED combat states belong in a character FSM that gates `can_act`, not ad-hoc bool soup.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Combo buffers and attack actions should call into combat/combo systems from the action map rather than embedding hit logic in input callbacks.

#### Downstream / consumers
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — After DamageData, i-frames, cooldowns, and crit curves are tunable, Monte Carlo sims prove DPS/TTK bands before shipping difficulty.
- [godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md) — Predicted hits, lag compensation, and authority checks build on the DamageData + server-validate RPC split.
- [godot-genre-action-rpg](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-action-rpg/SKILL.md) — Action-RPG combat loops assemble hitboxes, abilities, stats, and progression genre glue on top of this skill.

#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

Files in this skill

  • SKILL.md12.3 KB
  • references/elite-combat-patterns.md2.5 KB
  • references/migration-notes.md2.1 KB
  • scripts/combat_logger.gd509 B
  • scripts/combat_state.gd576 B
  • scripts/combat_system_patterns.gd4.6 KB
  • scripts/combo_system.gd769 B
  • scripts/damage_data.gd879 B
  • scripts/damage_popup.gd394 B
  • scripts/health_component.gd1.8 KB
  • scripts/hitbox_component.gd2.3 KB
  • scripts/hitbox_hurtbox.gd2.3 KB
  • scripts/hitbox_visualizer.gd318 B
  • scripts/networked_damage_manager.gd809 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.