data-driven-refactor

Identify hardcoded GDScript configuration and propose external data storage formats.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/cautiouskurns/Blood-and-Gold --skill data-driven-refactor
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: data-driven-refactor
Source: https://github.com/cautiouskurns/Blood-and-Gold/tree/main/.claude/skills/data-driven-refactor
Command: npx skills add https://github.com/cautiouskurns/Blood-and-Gold --skill data-driven-refactor

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps teams convert hardcoded configuration in GDScript into external data sources, enabling faster balancing, easier tweaks, and safer separation of data from logic.

Core Features & Use Cases

  • Identify constants, exported defaults, and balance values across Godot projects.
  • Propose data storage options (Godot Resources .tres, JSON, or ConfigFile) and guide migrations.
  • Provide a concrete refactor plan with example file structures and loading patterns for weapons, enemies, and waves.

Quick Start

Analyze your project with this Skill to generate a data-driven refactor plan. Then apply the recommended data formats (resources, JSON, or config files) to externalize settings and simplify tuning.

Frequently Asked Questions about data-driven-refactor

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

FAQPage Schema
How do I externalize hardcoded values in GDScript for data-driven design?

To externalize hardcoded values in GDScript, you can scan your Godot project for constants and balance values, then migrate them into external data storage formats like .tres resources, JSON, or ConfigFile. This process separates configuration data from logic, enabling faster balancing and safer tweaks without modifying source code.

What is the best way to manage game balancing data in a Godot project?

The best way to manage game balancing data in a Godot project is adopting a data-driven design approach. By moving hardcoded configuration values for weapons, enemies, and waves into external .tres, JSON, or ConfigFile structures, you can easily tweak settings and implement changes without altering core logic.

Should I use Godot Resources, JSON, or ConfigFile for storing external configuration data?

Choosing between Godot Resources (.tres), JSON, or ConfigFile for storing external configuration data depends on your workflow needs. Resources integrate natively with the Godot editor, JSON offers easy interoperability, and ConfigFile provides lightweight key-value storage. A proper refactor plan evaluates each format to recommend the optimal structure for your tuning requirements.

How do I identify which hardcoded constants to refactor when moving to data-driven design?

To identify which hardcoded constants to refactor for data-driven design, scan your Godot project for exported defaults, balance values, and static configuration numbers. This analysis targets values that frequently change during tuning, allowing you to generate a migration plan that externalizes them into appropriate data storage formats.

Does data-driven refactoring work for existing Godot projects or only new ones?

Data-driven refactoring works for existing Godot projects by scanning current GDScript files to locate hardcoded configuration values. It proposes a concrete migration plan with recommended file structures and loading patterns, allowing established projects to transition smoothly to externalized data sources without requiring a complete rewrite.