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gamedev-skills

Rpg skill

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install Rpg

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads rpg when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the rpg skill”. In Codex, type $rpg.

The skill itself

SKILL.md

GitHub

RPG

A playbook for role-playing games — stats and progression, inventory/equipment, quests, dialogue, and combat. This is a compositional skill: it ties data-driven content, dialogue, and saving together. It does not re-teach those primitives; it defines the systems that make growth and choice feel meaningful, and points to the skills that implement each.

These systems also apply to custom/proprietary engines. Keep the project's engine and bind the concepts below to its documented data, events, UI, and save interfaces. Inspect local source/SDK examples before choosing APIs; the router's custom-engine fallback guides that mapping. Godot/Unity bindings below are examples, not prerequisites.

When to use

  • Use when building an RPG/JRPG/action-RPG: the player has stats that grow, an inventory, quests, dialogue, and persistent progress.
  • Use when designing a leveling curve, a damage formula, an inventory/equipment model, or a quest state machine.

When not to use: permadeath dungeon runs with no persistent character → roguelike. Pure conversation/branching story → visual-novel. Open-world needs/crafting/base-building → survival-crafting. For the dialogue engine itself, use dialogue-systems.

Core loop

Explore → encounter (fight / talk / solve) → earn rewards (XP, loot, story) → grow (level up, gear up, unlock) → take on harder content. The fantasy is getting stronger and shaping who your character is; every system should feed that growth-and-choice loop.

Must-have systems

  1. Stats + leveling — base attributes, derived combat stats, XP curve, level-up gains.
  2. Inventory + equipment — data-defined items, stacking, slots, stat modifiers.
  3. Combat — turn-based or action; damage formula, status effects, win/loss.
  4. Quests — objectives, state machine (available→active→complete→turned-in), rewards.
  5. Dialogue — branching lines, conditions on game state, choices that matter.
  6. Save/load — persist character, inventory, quest progress, world flags, with versioning.
  7. Economy + progression gating — gold/shops; gate power behind level/quest/region.
  8. UI — HUD, inventory, quest log, dialogue box, character sheet.

Design knobs

Knob Effect Notes
XP curve shape pacing of power Fast early, slow late (see refs).
Stat→derived scaling build diversity One attribute shouldn't dominate.
Damage formula tactical feel Subtractive vs. ratio mitigation (refs).
Random variance / crit swinginess ±10% and ~1.5× crit are safe defaults.
Drop rates / economy reward cadence Avoid trivializing shops with loot.
Power gating difficulty gating Level/region/quest locks.
Reversible modifiers buff/gear correctness Layer mods; never edit base stats.
Choice consequence role-play weight Quest/dialogue flags should branch outcomes.

Patterns

1. Derived stats from base attributes (recompute, never store as truth)

# Pseudocode. Base attributes are the only "truth"; combat stats are derived each time.
def derive(base, mods):
    s = apply_modifiers(base, mods)          # base + flat adds + percent, then clamp
    return {
        "max_hp":  20 + s["VIT"] * 8,
        "attack":  s["STR"] * 2,
        "defense": s["VIT"] + s["AGI"] * 0.5,
    }
# Equipping pushes a modifier; unequipping pops it. HP/attack recompute automatically.

2. XP curve + level-up

# Pseudocode. Quadratic curve: fast early levels, long late ones.
def xp_to_next(level, base=100): return base * level * level

def gain_xp(actor, amount):
    actor.xp += amount
    while actor.xp >= xp_to_next(actor.level):
        actor.xp -= xp_to_next(actor.level)
        actor.level += 1
        actor.base["STR"] += 2; actor.base["VIT"] += 2   # grant gains / skill points
        on_level_up(actor)                                # heal, unlock, notify

3. Quest objective update driven by game events

# Pseudocode. Game events advance matching objectives; completion grants rewards.
def on_event(kind, data):
    for q in active_quests:
        if q.state != "active": continue
        for obj in q.objectives:
            if obj.event == kind and matches(obj, data) and not obj.done:
                obj.count = min(obj.count + 1, obj.needed)
                if obj.count >= obj.needed: obj.done = True
        if all(o.done for o in q.objectives):
            q.state = "complete"                # turn-in grants xp/gold/items once

Pitfalls / failure modes

  • Editing base stats for buffs/gear → values drift and corrupt on save/reload. Keep a modifier layer; push/pop it (Pattern 1).
  • Storing derived stats as truth → desync after a stat change. Recompute from base.
  • Runaway XP/damage numbers → either an exponential curve with no cap or a subtractive formula at huge values. Pick a curve and a formula family deliberately (refs).
  • Stacked buffs explode → percent modifiers multiplied together. Sum percents within a layer unless a rule says otherwise (refs §1).
  • Content as code → every item/quest hardcoded. Define items, enemies, and quests as data using the project's content schema/loader (godot-resources / unity-scriptableobjects are catalog examples).
  • Save format with no version field → old saves break on update. Add a version and a migration path from day one (see save-systems).
  • Choices without consequences → dialogue branches that reconverge immediately feel hollow. Set flags that actually change later quests/world state.
  • Quest progress not persisted → reloading loses mid-quest state. Save quest state, not just completion.

Composition (build it from these skills)

  • Dialogue: dialogue-systems (Yarn Spinner / Ink) — branching lines, conditions, variables.
  • Persistence: save-systems — character, inventory, quest flags, world state, versioning.
  • Content data: the engine's content schema/loader — items, enemies, quests, skills as assets; godot-resources / unity-scriptableobjects when using those engines.
  • Combat AI: game-ai for enemy behavior; for turn order reuse the scheduler idea in roguelike.
  • UI: game-ui-ux for HUD/menu layout, resolution scaling, and controller/keyboard nav; the project's UI API for inventory, quest log, character sheet, and dialogue box (godot-ui-control when using Godot).
  • World: level-design plus your engine's tilemap/3D skill (godot-tilemap, godot-3d-essentials).

References

  • For stat/damage formulas, leveling curves, turn-vs-action combat timelines, inventory/equipment data shapes, and the quest state model, read references/stats-combat-quests.md.

Tips for Rpg

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Rpg

What does the Rpg skill do?

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

How do I install Rpg?

Run "npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Rpg work in Cursor and Codex?

Yes. Rpg uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Rpg free?

Rpg is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made Rpg?

Rpg is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

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