godot-combat-system

Codify hitbox/hurtbox patterns, health, and damage flow for Godot combat systems.

Updated Aug 8, 2026
One-click install
npx skills add https://github.com/kimgea/agent-kit --skill godot-combat-system-kimgea
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-combat-system
Source: https://github.com/kimgea/agent-kit/tree/main/skills/godot-combat-system
Command: npx skills add https://github.com/kimgea/agent-kit --skill godot-combat-system-kimgea

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Godot lacks a cohesive, component-based blueprint for combat systems, leading to ad-hoc implementations.

Core Features & Use Cases

  • Hitbox/Hurtbox architecture with DamageData-driven damage flow
  • HealthComponent, CombatStateMachine, ComboSystem, and ability cooldowns
  • Damage popups and invincibility frames to prevent multi-hit spam

Quick Start

Create a Godot-compatible combat pattern by implementing hitbox/hurtbox components and a health system, then wire in a state machine for attacks and cooldowns.

Frequently Asked Questions about godot-combat-system

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

FAQPage Schema
How do I structure a combat system in Godot using hitbox and hurtbox components?

To structure a Godot combat system, you implement hitbox and hurtbox components driven by DamageData to manage damage flow, then wire them into a state machine for attacks. This provides a cohesive, reusable blueprint for action games.

How does a state machine work with combos and cooldowns in a Godot combat system?

A CombatStateMachine governs attack states, enabling a ComboSystem to chain sequential inputs and enforcing ability cooldowns between strikes. This ensures structured attack transitions and timing control for fighting games.

What is the best way to prevent multi-hit spam from a single attack in Godot?

To prevent multi-hit spam in Godot, you implement invincibility frames within your HealthComponent. This grants temporary damage immunity after a hit, ensuring a single attack registers only once per strike.

Can I use this component-based combat pattern for both RPGs and fighting games in Godot?

Yes, this component-based combat pattern applies across action games, RPGs, and fighting games in Godot. It provides reusable HealthComponent and DamageData logic that adapts to various combat scales and mechanics.

Why does my Godot combat system need a dedicated HealthComponent and DamageData?

A dedicated HealthComponent and DamageData prevent ad-hoc implementations by codifying damage flow. They centralize health management and damage popups, ensuring cohesive and reusable combat architecture in Godot.

Do I need any specific Godot plugins or dependencies to set up damage popups and health?

No external plugins or dependencies are required to set up damage popups and health. The system relies on component-based scripts placed in your project's directories to load guidance and examples natively in Godot.