What problem does it solve? Building enemies in Godot 4 from scratch requires writing movement AI, spawn logic, boss phase state machines, and visuals for every enemy type, which is repetitive and error-prone. This Skill provides complete, ready-to-adapt GDScript implementations for common enemy archetypes. ## Core Features & Use Cases - Enemy Archetypes: Complete scripts for chase, patrol, and ranged enemies with movement, aggro ranges, attack logic, and hit-flash damage feedback. - Boss Fights: A phase-based boss (CHASE, SHOOT, DASH, VULNERABLE) with radial bullet patterns, damage reduction outside vulnerable phases, and score rewards. - Spawn & Wave Systems: Timer-based spawning with spawn-in tween animations, enemy caps, and a structured wave table mixing enemy types. - Procedural Visuals: A reusable enemy_visual.gd that draws layered, animated enemy bodies (glow, shadow, eyes, outlines) via _draw(), with automatic fallback to sprite textures when assets exist. - Use Case: When prototyping a 2D action game in Godot 4, use this Skill to generate a working wave-based combat encounter with a boss fight in minutes instead of writing each behavior from scratch. ## Quick Start Ask the AI to create a Godot 4 chase enemy and a wave spawn system using this skill's scripts, then add the generated scenes to your main scene.