auto-fire-targeting

Implements pending-damage targeting for auto-fire weapons in Godot GDScript.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill auto-fire-targeting-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: auto-fire-targeting
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/auto-fire-targeting
Command: npx skills add https://github.com/SummerEngine/summer --skill auto-fire-targeting-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Auto-fire weapons in survivors-genre, top-down ARPG, and tower-defense games waste bullets when fire rate exceeds bullet flight time: shots fired at a target that is already doomed keep flying past its corpse while other enemies stand untouched. This Skill fixes that over-commit and overkill behavior with a pending-damage targeting pattern. ## Core Features & Use Cases - Pending-damage commitment: Each enemy tracks damage already in flight toward it, and targeting de-prefers saturated enemies while keeping them as a fallback so the player can always fire. - Guaranteed release: Bullets release their committed damage exactly once via tree_exiting, covering hits, pierce-outs, and range expiry without double-release bugs. - Multishot spread: Per-projectile target picking fans multishot volleys across fresh enemies instead of dumping all shots on one target. - Use Case: A survivors-style game where a high-attack-speed build sprays 5-15 wasted bullets past every dying enemy; after applying this pattern, only 1-2 bullets overshoot and the rest redirect to live targets. ## Quick Start Ask your agent to apply the auto-fire-targeting skill to fix the wasted-bullet overkill problem in your Godot projectile weapon.

Frequently Asked Questions about auto-fire-targeting

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I fix auto-fire weapons wasting bullets on dead enemies in Godot?

Use the pending-damage pattern: each enemy tracks damage already committed by in-flight bullets, and the targeting query de-prefers enemies whose pending damage exceeds their HP. Bullets release their commitment exactly once on tree_exiting so the counter stays accurate.

How to make multishot weapons spread across multiple enemies in GDScript?

Pick a fresh target per projectile inside the fire loop instead of fanning all projectiles at the primary target. Combined with the saturation filter, follow-on shots drain toward non-saturated enemies, falling back to the primary target only when nothing else is in range.

Does pending-damage targeting work with pierce or AOE weapons?

No. The committed amount is reserved on the first target only, so pierce hits beyond the first are untracked bonus damage. AOE, nova, and orbital weapons hit everything in radius regardless of target, so single-target pending damage does not apply to them.

Why do bullets keep flying past dead enemies at high attack speed?

The target is alive at fire time but dead at arrival time. Every shot fired during the bullet's flight window aimed at it because none knew about the kill in flight. The over-commit window equals attack speed multiplied by bullet travel time.

How do I verify pending_damage values at runtime in Godot?

Use the RunVerification op through summer_batch, which runs a GDScript probe in a disposable game instance and reports runtime values. summer_inspect_node only reads the saved editor scene, and SimulateInput is unavailable from MCP or CLI transports.