This gives you the architecture for RPG and action game ability systems with cooldown management, resource costs, and cast timing. It's opinionated about common mistakes: uses timers instead of _process for cooldowns, enforces global cooldown to prevent ability spam, saves cooldown end times as Unix timestamps to avoid clock exploits, and pushes you toward resource-based abilities instead of giant switch statements. The ability manager is decoupled so you can attach it to players, enemies, or turrets. Includes concrete examples like a fireball projectile ability and patterns for combo systems and skill trees. Good starting point if you're building character progression or unlockable abilities and want to avoid the usual timing bugs and state machine issues.
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-ability-system