What problem does it solve? Building combat in Godot often leads to fragile code: direct health subtraction that bypasses armor and invincibility frames, permanently active hitboxes causing ghost hits, and UI tightly coupled to player scripts. This Skill enforces a proven component architecture so damage flows through typed DamageData resources, HealthComponent gates, and Area-based hitbox/hurtbox filtering. ## Core Features & Use Cases - Typed Damage Pipeline: DamageData Resource with enum/flag-based damage types, crit rolls, and knockback context instead of raw numbers or strings. - Health & I-Frames: HealthComponent with take_damage, invincibility windows, and health_changed/died signals that decouple HUD from gameplay logic. - Hitbox/Hurtbox Architecture: Area3D overlap delivery with collision layer/mask filtering, animation-driven active windows, nodeless AoE via physics shape queries, and hit-stop patterns. - Use Case: When adding melee attacks to a Godot 4 action game, use this Skill to wire an AnimationPlayer-gated hitbox that delivers DamageData to enemy hurtboxes, applies i-frames, and emits signals the HUD subscribes to. ## Quick Start Use the godot-combat-system skill to add a DamageData resource, HealthComponent, and hitbox/hurtbox setup for my Godot 4 melee attack.