combat-kits

Standardize hitbox-hurtbox interactions, status buildup, and projectile physics in Godot 4.6 GDScript.

Updated Jun 15, 2026
One-click install
npx skills add https://github.com/tcober/ProfessorPoopyPawsGodot --skill combat-kits
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: combat-kits
Source: https://github.com/tcober/ProfessorPoopyPawsGodot/tree/main/.claude/skills/combat-kits
Command: npx skills add https://github.com/tcober/ProfessorPoopyPawsGodot --skill combat-kits

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill provides a centralized framework for managing complex combat interactions, projectile physics, and status effects in a Godot 4.6 action-RPG, preventing common bugs related to collision, damage scaling, and state management.

Core Features & Use Cases

  • Combat Logic Orchestration: Standardizes hit/hurtbox interactions, damage scaling, and status ailment application (burn, chill, drowse).
  • Weapon & Ammo System: Manages Basil's compound-based laser system and Fuji's kit-gated abilities, ensuring consistent behavior across different game states.
  • Use Case: Use this skill to debug or implement new enemy behaviors, projectile collision logic, or weapon mixing rules while ensuring compliance with the established damage rescale and status buildup mechanics.

Quick Start

Use the combat-kits skill to analyze the current projectile collision logic and verify that the muzzle probe correctly handles wall-flush firing scenarios.

Frequently Asked Questions about combat-kits

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

FAQPage Schema
How do I manage hitbox and hurtbox interactions in Godot 4.6 GDScript?

Hitbox and hurtbox interactions in Godot 4.6 are managed by standardizing collision handling through defined component interfaces. This enforces strict state-gated abilities and centralized damage application across player and enemy entities to prevent common combat bugs.

How do I implement status ailment buildup for effects like burn and chill in Godot?

Status ailment buildup for effects like burn, chill, and drowse is implemented by orchestrating combat logic through centralized component interfaces. This framework standardizes the application of status effects alongside damage scaling for both player and enemy entities.

What is the best way to handle projectile physics and wall-flush firing collisions in Godot?

Projectile physics and wall-flush firing collisions in Godot are handled by verifying that muzzle probes correctly manage projectile collision logic. This ensures technical consistency and strict collision handling across different weapon behaviors and game states.

Does this combat framework support party-based weapon systems with specific ammo types?

This combat framework supports party-based systems by managing weapon-specific ammo types and kit-gated abilities. It ensures consistent behavior across different game states, handling complex mechanics like compound-based laser systems and damage scaling logic.

How do you debug enemy behaviors and damage rescale logic without breaking existing game mechanics?

Debugging enemy behaviors and damage rescale logic is achieved by using a centralized combat framework to analyze projectile collision and state management. This ensures new implementations comply with established damage rescale and status buildup mechanics.