Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Expert patterns for game economies including currency management (multi-currency, wallet system), shop systems (buy/sell prices, stock limits), dynamic pricing (supply/demand), loot tables (weighted drops, rarity tiers), and economic balance (inflation control, currency sinks). Use for RPGs, trading games, or resource management systems. Trigger keywords: EconomyManager, currency, shop_item, loot_table, dynamic_pricing, buy_sell_spread, currency_sink, inflation, item_rarity.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
| Economy type | Store as | Why |
|---|---|---|
| Soft currency (gold, scrap) with UI decimals | int cents / smallest unit | Exact math; display value / 100.0 |
| Premium / idle quantities >> 2^31 | BigInt / multi-limb int (or carefully scaled float only if approx OK) | 32-bit int caps ~2.1B |
| Multiplayer / persistent wallet | Authoritative int (or BigInt) on server | Client never finalizes spends |
| Prices with fractional display only | Still int smallest unit | Avoid 0.1 + 0.2 float drift |
NEVER mix "use float for money" and "never use float for money" without this tree — pick one column and stick to it.
current >= amount — Underflow / negative wallets corrupt saves.Delete ad-hoc EconomyManager gold tutorials — do not re-inline wallet logic in scenes.
| Task | Load | Do NOT Load |
|---|---|---|
| Balances / Autoload wallet | wallet_manager_singleton.gd | Inline gold ints on Player |
| Spend/grant validation | transaction_manager.gd | UI calling gold -= n |
| Shop buy/sell + stock | shop_item_data.gd + shop_system_logic.gd | Equal buy/sell prices |
| Sales / reputation pricing | dynamic_price_modifier.gd | — |
| Weighted loot | loot_table_weighted.gd | Hardcoded % in enemy scripts |
| Loot → wallet bridge | loot_drop_economy_bridge.gd | — |
| HUD sync | currency_label_sync.gd | Polling wallet in _process without signals |
| Save wallet | economy_persistence_handler.gd | — |
| Pickup VFX | currency_pickup_effect.gd | — |
| Multi-item barter | trade_contract_resource.gd | — |
[ECON] log lines.MANDATORY for GPM logging, dynamic valuation, and moved shop/loot tutorials: economy-elite-patterns.md. Do NOT Load for wallet + transaction golden path only.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Resource assets so designers can retune prices and drop weights without code changes.duplicate() when applying runtime price modifiers or per-merchant stock so one shop cannot mutate the shared .tres template for every vendor.@export buy/sell spreads, stock caps, currency ids, and loot weights so economy balance stays Inspector-driven.balance_changed / transaction_failed so HUD labels and pickup VFX subscribe without writing wallet balances from the UI.user:// paths for player-writable balance files.currency_id → amount dictionaries as JSON-compatible structures for transparent save/load and analytics dumps.randf, seeded RNG) rather than ad-hoc modulo hacks.gold +=.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
日本語の概要は準備中です。原文の説明を表示しています。
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
日本語の概要は準備中です。原文の説明を表示しています。