Classes
Welcome to the Ability System technical reference. This section contains detailed information about all classes, structures, and utilities available in the framework.
Technical Categories
Singleton
The global entry point for the system. Manages tag registration and runtime component resolution.
Resources
Blueprints and Data Definitions. Here you define the “DNA” of abilities, effects, and attributes (Godot Resources).
Nodes
Scene components. The building blocks you attach to your characters and objects in the editor.
RefCounted
Lightweight runtime instances. Objects that manage mutable state during gameplay (Specs and Utilities).
Behavior Tree
Integrated AI nodes. Tasks and conditions for LimboAI that allow agents to use the system naturally.
Editor
Godot editor extensions. Tools that facilitate the designer’s daily life.
To get started, we recommend reading the main class: AbilitySystem (Singleton).