modding-doc-stats-system

Implements data-driven ARPG stat systems with JSON schemas and modifier stacking.

Updated Jan 19, 2026
One-click install
npx skills add https://github.com/Reign-software/hyforged --skill modding-doc-stats-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: modding-doc-stats-system
Source: https://github.com/Reign-software/hyforged/tree/main/.github/skills/modding-doc-stats-system
Command: npx skills add https://github.com/Reign-software/hyforged --skill modding-doc-stats-system

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Hyforged's stat system can be complex and hard to implement consistently. This skill provides a structured, data-driven approach to defining, scaling, and applying stats, modifiers, and derived values within Hyforged.

Core Features & Use Cases

  • Step-by-step workflows for adding new stats, derived stats, and rating stats.
  • Guidelines for applying modifiers, tag-based targeting, and conditional bonuses.
  • Documentation references and templates for NPC stat templates and damage-type resistances.

Quick Start

Create a new stat JSON under the Hyforged Stats Definitions and wire it into the HyforgedStatComponent to begin using it in gameplay.

Frequently Asked Questions about modding-doc-stats-system

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

FAQPage Schema
How do I implement a scalable ARPG stat system in Hyforged?

To build a scalable ARPG stat system in Hyforged, define your stats using data-driven JSON schemas and wire them into the HyforgedStatComponent. This approach structures stat definitions, modifiers, and derived values consistently across entities, items, and NPCs.

How do modifiers and stacking work in a data-driven stat system?

Modifiers in a data-driven stat system use a deterministic stacking order calculated with basis points. This ensures consistent modifier application across entities, utilizing tag-based targeting and event subscriptions for conditional bonuses.

What is the best way to define rating-based mechanics for game design?

Rating-based mechanics are defined through data-driven JSON schemas that scale derived stats across gameplay entities. This allows game developers to apply conditional bonuses and tag-based targeting consistently for NPCs and items.

Can I use JSON schemas to manage NPC stat templates and damage-type resistances?

Yes, you can manage NPC stat templates and damage-type resistances using data-driven JSON schemas. By defining these schemas under the Hyforged Stats Definitions, you ensure consistent application of scaling and derived stats across gameplay.

How do you apply tag-based targeting for conditional stat bonuses?

Tag-based targeting for conditional bonuses is applied by subscribing to specific gameplay events and filtering modifiers via tags defined in your JSON schemas. This enables precise modifier application across entities, items, and NPCs.

When do I need basis points for modifier stacking in game design?

You need basis points for modifier stacking when implementing a deterministic scaling order for your ARPG stat system. This mechanism ensures that derived stats and rating-based mechanics calculate consistently without floating-point errors.