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.