Individual skill
ability-system
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
skills/ability-system/SKILL.md
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SKILL.mdcore · 12,161 bytesSKILL.mdcore · 12,161 bytesSKILL.mdcore · 12,161 bytesSKILL.mdcore · 12,161 bytesSKILL.mdcore · 12,161 bytesreferences/stat-modifiers.mddoc · 15,572 bytesreferences/tags-and-conditions.mddoc · 18,248 bytesreferences/ui-binding.mddoc · 10,994 bytes
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# Ability System
Build a data-driven ability system from Godot-native parts: abilities are `Resource`s, 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.
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## 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.