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.
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.
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skill mdSKILL.md12,634 B
docsSUMMARY.md427 B
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First seen on skills.sh
First recorded snapshot · 343 installs
SKILL.md
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 hasmethod(&"takedamage") / is checks.
NEVER hardcode hitstun with OS.delaymsec() — Blocks the OS thread. Use tweens / Engine.timescale + ignoretimescale timers.
NEVER apply RigidBody impulses in process() — Use physicsprocess / 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)
[damagedata.gd](scripts/damagedata.gd) — typed DamageData Resource with enum / flags for damage types (no String elements).
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 — Hitbox/hurtbox combat is Area overlap detection (area_entered / monitoring), not CharacterBody movement queries.
Physics introduction — Prefer collision layers/masks for hit filtering; groups are slower and do not replace physics masks for high-frequency combat.
Area2D — 2D hit volumes: monitoring/monitorable, areaentered, and layer/mask bits for team/faction filtering.
Area3D — 3D HitboxComponent / hurtbox volumes use the same Area overlap model with 3D layers and shapes.
CollisionShape2D — Enable/disable attack shapes with setdeferred("disabled", …) so the physics server is not mutated mid-step; never non-uniform-scale the node.
PhysicsShapeQueryParameters3D — Nodeless AoE/explosions via intersectshape on PhysicsDirectSpaceState3D without spawning temporary Area nodes.
AnimationPlayer — Drive hitbox active windows from animation tracks (or method calls) so attacks are not permanently monitoring.
Resources — Keep DamageData / combat stats as data (Resource / RefCounted), and duplicate() shared templates per instance so enemies do not share one health pool.
Using signals — Emit healthchanged / died / damage events so HUD and VFX subscribe without coupling lifebars into the player script.
SceneTreeTimer — Hit-stop after Engine.timescale = 0 must use createtimer(..., ignoretime_scale=true) or the thaw timer freezes with the world.
Tween — Interruptible hitstun/flash VFX: kill and recreate tweens on consecutive hits instead of stacking parallel flash animations.
High-level multiplayer — Authoritative damage: clients request hits; the server validates and confirms via @rpc before applying take_damage.
Related Skills
Prerequisites
godot-2d-physics — Area layers/masks, CollisionShape2D deferred disable, and space queries are the physics substrate under hitbox/hurtbox filtering.
godot-signal-architecture — Damage, health, and death signals need clear ownership so combat components stay decoupled from UI and AI listeners.
godot-composition — Prefer HealthComponent / HitboxComponent children over baking combat into a monolithic Character script.
godot-resource-data-patterns — DamageData, elemental flags, and combat stats belong in Resource/RefCounted data with safe duplicate() on spawn.
Complements
godot-ability-system — Abilities resolve into this skill’s damage/targeting pipeline; keep ability metadata separate from DamageData.
godot-rpg-stats — Armor, resistances, crit chance, and modifier stacks feed take_damage before health is written.
godot-animation-player — Attack animations own hitbox enable windows, cancel frames, and recovery locks for combos.
godot-state-machine-advanced — IDLE/ATTACKING/BLOCKING/STUNNED combat states belong in a character FSM that gates can_act, not ad-hoc bool soup.
godot-input-handling — 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 — After DamageData, i-frames, cooldowns, and crit curves are tunable, Monte Carlo sims prove DPS/TTK bands before shipping difficulty.
godot-multiplayer-networking — Predicted hits, lag compensation, and authority checks build on the DamageData + server-validate RPC split.
godot-genre-action-rpg — Action-RPG combat loops assemble hitboxes, abilities, stats, and progression genre glue on top of this skill.
Master
godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.