godot-economy-system — Claude Code skill: what it does, how to install
Guides game economy architecture in Godot using wallet singletons, weighted loot, and shop logic. Works for RPGs and resource management titles.
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a claude-codeWhat godot-economy-system does
This skill establishes an architectural standard for game economies in Godot projects. The core loop requires wallet_manager_singleton.gd for balance tracking and transaction_manager.gd to validate spend calls. UI never mutates balances directly. Instead, scenes send requests and subscribe to engine signals.
Standard currencies are stored as integers in the smallest unit. Floating-point types are prohibited for money because arithmetic drift breaks save files. Large idle values exceeding 32-bit limits require BigInt structures instead. The rule set strictly enforces buy and sell spreads to stop infinite money exploits. Currency sinks like repair fees prevent runaway inflation.
Loot drops rely on loot_table_weighted.gd Resource assets rather than hardcoded script percentages. When vendor systems alter prices at runtime, scripts call duplicate() on item data to avoid mutating shared template files. Barter mechanics run through trade_contract_resource.gd, and economy_logger.gd records gold-per-minute metrics.
What it helps with
- eliminate floating-point precision drift by tracking currencies in integer cents
- enforce server or singleton transaction validation before deducting player balances
- configure weighted loot drop tables through engine Resource files
- prevent infinite currency exploits by enforcing buy and sell price spreads
- isolate UI display logic through signals without polling balances in _process
Example prompts for the agent
- Configure an Autoload wallet using wallet_manager_singleton.gd with balance clamping
- Create a weighted drop table using loot_table_weighted.gd and rarity tiers
- Implement a shop inventory with buy and sell spreads based on shop_item_data.gd
How to install godot-economy-system
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a claude-code2Manually: put the files in place
~/.claude/skills/godot-economy-system/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/godot-economy-system/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a codex2Manually: put the files in place
.agents/skills/godot-economy-system/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a cursor2Manually: put the files in place
.cursor/skills/godot-economy-system/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-economy-system2Manually: put the files in place
.github/skills/godot-economy-system/SKILL.md1Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a gemini-cli2Platform CLI
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-economy-systemManually: put the files in place
.devin/skills/godot-economy-system/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about godot-economy-system
How do I install godot-economy-system in Claude Code?
Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-economy-system -a claude-code in your terminal.
Why does godot-economy-system require storing currencies as integers?
Using float values causes rounding errors over repeated operations. Storing currency as integer cents keeps calculations exact, dividing by 100.0 only when rendering UI text.
How does the skill prevent runtime changes from breaking shop item data?
Godot Resource files are shared across nodes by default. The skill requires calling duplicate() on shop_item_data.gd instances before applying dynamic price modifiers, preventing one merchant from modifying the base .tres asset for all vendors.