ability-system

ability-system is a skill for Claude Code from jame581/GodotPrompter. It costs 34 tokens per session (2,816 once invoked), scanned A, original, MIT.

A Godot 4 system for defining and running character abilities such as attacks, spells, or skills. Abilities are editable data resources, while a component attached to an entity runs them.

In plain words
What is it for?
It helps build abilities with resource-based data, cost and cooldown checks, cast times, effects, stats, gameplay tags, and user-interface cooldowns.
Why use it?
It keeps ability data, activation rules, costs, cooldowns, effects, and related game state organised in reusable parts.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 61 skills, 9 agents, 2 hooks shipped together

Good fit It helps build abilities with resource-based data, cost and cooldown checks, cast times, effects, stats, gameplay tags, and user-interface cooldowns.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/ability-system
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add jame581/GodotPrompter --skill ability-system
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 61 skills, 9 agents, 2 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for ability-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/ability-system/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/ability-system)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/ability-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/ability-system/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ability-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/ability-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/ability-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,816 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00034 $0.02816
Opus 5.5 $0.00014 $0.01126
Sonnet 5.5 $0.00007 $0.00563
Haiku 4.5 $0.00003 $0.00282

Measured 1mo ago against content hash f90fe4121a56, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ability-system scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/ability-system/SKILL.md · 329 lines

How it starts

The opening of the file, as written. The whole thing — 329 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Ability System

Build a data-driven ability system from Godot-native parts: abilities are Resources, an AbilityComponent node owns and runs them, and effects/stats/tags compose on top. No third-party addon required.

Related skills: resource-pattern for the Resource data containers, component-system for the component node pattern, event-bus for cross-system ability events, state-machine for caster states (e.g. casting/stunned), hud-system for cooldown UI.


1. Architecture overview

An ability system in Godot 4.x is built from three collaborating layers:

  • Data layer — Ability (Resource): Each ability is a Resource subclass with exported fields (ability_name, cost, cooldown, cast_time) and two methods: can_activate(caster) -> bool to validate preconditions, and activate(caster) -> void to execute the effect. Storing abilities as Resources lets designers create and balance them in the Godot editor without touching code.

  • Behaviour layer — AbilityComponent (Node): A single node added to any entity that should use abilities. It holds the granted ability set, enforces cost/cooldown, and drives the Ability.activate() call. Four signals keep the rest of the game informed without coupling: ability_activated(ability), ability_failed(ability, reason), cooldown_started(ability, duration), and cooldown_finished(ability). Grant new abilities at runtime with grant(ability) and trigger them with try_activate(ability_name).

  • Effects layer — stat modifiers, buffs/debuffs, and gameplay tags: Abilities can read from and write to a caster's StatSet (a Resource that owns a dictionary of named StatModifier entries) to apply temporary or permanent stat changes. A GameplayTagContainer node (a child of the caster) gates activation — for example, a "stunned" tag can prevent any ability from firing. These three deep-dives are covered in the reference documents:

Read the full file on GitHub · 329 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 329 lines · 34 tokens per session scan A f90fe4121a56

Subscribe to this mod's changes

ability-system is a skill published in the GitHub repository jame581/GodotPrompter (877 stars, last pushed 3d ago), licensed MIT. It adds 34 tokens to every session and 2,816 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

godot-csharp

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…

gamedev-skills/awesome-gamedev-agent-skills · 108 tokens

unity-csharp-scripting

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update…

gamedev-skills/awesome-gamedev-agent-skills · 92 tokens

unity-pipeline

Drive a running Unity Editor or development Player from the command line via the unity-pipeline package — install the package, keep the editor ticking while unfocused, run the edit→recompile→runtests loop, evaluate C#, and hot-reload files at runtime. Use when an agent needs to control a live Unity instance, automate…

Alex-Rachel/TEngine · 97 tokens

html-to-ugui

A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.

Alex-Rachel/TEngine · 75 tokens

luban-dev

A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.

Alex-Rachel/TEngine · 62 tokens

tengine-dev

A development guide for TEngine, a framework used to build Unity games. It covers the framework’s modules, user interfaces, events, asset loading, hot updates, configuration, and related tools.

Alex-Rachel/TEngine · 76 tokens