Install any skill in seconds. Free to start, no credit card required.
Get Started Free →wshobson/godot-gdscript-patterns
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Passed 22 of 22 test cases with the skill, and 19 of 22 without it.
3 fixed19 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
Write a GDScript function header for take_damage that explicitly specifies parameter types and return type annotations according to Godot 4 strict typing best practices.
| Checked | Without skill | With skill |
|---|---|---|
| The parameter amount includes an integer type hint (: int). | Missed | Passed |
| The function signature specifies a void return type annotation (-> void). | Passed | Passed |
The instructions your model reads when the skill loads.
Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
Node: Base building block
├── Scene: Reusable node tree (saved as .tscn)
├── Resource: Data container (saved as .tres)
├── Signal: Event communication
└── Group: Node categorization
class_name Player
extends CharacterBody2D
# Signals
signal health_changed(new_health: int)
signal died
# Exports (Inspector-editable)
@export var speed: float = 200.0
@export var max_health: int = 100
@export_range(0, 1) var damage_reduction: float = 0.0
@export_group("Combat")
test cases passed, vs 19 / 22 without
Published skills whose descriptions closely match this one, with their headline benchmark lift.
More skills from the same source and nearby in the registry, with their headline benchmark lift.