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Repository: catprisbrey/Cats-Godot4-Modular-Souls-like-Template
Branch: main
Commit: d8bceffc5bf4
Files: 229
Total size: 12.1 MB
Directory structure:
gitextract_3uz385np/
├── .gitattributes
├── .gitignore
├── LICENSE
├── README.md
├── assets/
│ ├── TinyKnit_normal.png.import
│ ├── TinyScalemail_albedo.png.import
│ ├── TinyScalemail_normal.png.import
│ ├── TinyScalemail_orm.png.import
│ ├── characters/
│ │ ├── cloth.tres
│ │ ├── eyes.tres
│ │ ├── feminine_albedo.png.import
│ │ ├── feminine_normals.png.import
│ │ ├── hair_material.tres
│ │ ├── hair_normals.png.import
│ │ ├── haircard_albedo.png.import
│ │ ├── lashes.tres
│ │ ├── mannyquin.glb
│ │ ├── mannyquin.glb.import
│ │ ├── masculine_albedo.png.import
│ │ ├── masculine_normals.png.import
│ │ ├── minnyquinn.glb
│ │ ├── minnyquinn.glb.import
│ │ ├── skin_f.tres
│ │ └── skin_m.tres
│ ├── metal_black.tres
│ ├── metal_blue.tres
│ ├── scalemail.tres
│ ├── templateweapons.glb
│ └── templateweapons.glb.import
├── audio/
│ ├── SoundFX/
│ │ ├── clack/
│ │ │ ├── clack_1.wav.import
│ │ │ ├── clack_2.wav.import
│ │ │ ├── clack_3.wav.import
│ │ │ ├── clack_4.wav.import
│ │ │ └── clack_5.wav.import
│ │ ├── clang/
│ │ │ ├── clang_1.wav.import
│ │ │ ├── clang_2.wav.import
│ │ │ ├── clang_3.wav.import
│ │ │ └── clang_4.wav.import
│ │ ├── click/
│ │ │ ├── click_1.wav.import
│ │ │ ├── click_2.wav.import
│ │ │ └── click_3.wav.import
│ │ ├── cloth/
│ │ │ ├── cloth_01.wav.import
│ │ │ ├── cloth_02.wav.import
│ │ │ ├── cloth_03.wav.import
│ │ │ ├── cloth_04.wav.import
│ │ │ ├── cloth_05.wav.import
│ │ │ ├── cloth_06.wav.import
│ │ │ ├── cloth_07.wav.import
│ │ │ ├── cloth_08.wav.import
│ │ │ └── cloth_09.wav.import
│ │ ├── cork/
│ │ │ ├── cork_01.wav.import
│ │ │ ├── cork_02.wav.import
│ │ │ ├── cork_03.wav.import
│ │ │ ├── cork_04.wav.import
│ │ │ └── cork_05.wav.import
│ │ ├── creak/
│ │ │ ├── creak_1.wav.import
│ │ │ ├── creak_2.wav.import
│ │ │ ├── creak_3.wav.import
│ │ │ ├── creak_4.wav.import
│ │ │ ├── creak_5.wav.import
│ │ │ └── creak_6.wav.import
│ │ ├── fire/
│ │ │ ├── fire_01_loop.wav.import
│ │ │ └── fire_02_loop.wav.import
│ │ ├── hit/
│ │ │ ├── hit_1.wav.import
│ │ │ ├── hit_2.wav.import
│ │ │ ├── hit_3.wav.import
│ │ │ ├── hit_4.wav.import
│ │ │ ├── hit_blunt_01.wav.import
│ │ │ ├── hit_blunt_02.wav.import
│ │ │ ├── hit_blunt_03.wav.import
│ │ │ ├── hit_blunt_04.wav.import
│ │ │ ├── hit_blunt_05.wav.import
│ │ │ ├── hit_blunt_06.wav.import
│ │ │ ├── hit_metal_01.wav.import
│ │ │ ├── hit_metal_02.wav.import
│ │ │ ├── hit_metal_03.wav.import
│ │ │ ├── hit_metal_04.wav.import
│ │ │ ├── hit_wet_01.wav.import
│ │ │ ├── hit_wet_02.wav.import
│ │ │ ├── hit_wet_03.wav.import
│ │ │ ├── hit_wet_04.wav.import
│ │ │ ├── hit_wet_05.wav.import
│ │ │ └── hit_wet_06.wav.import
│ │ ├── ratchet/
│ │ │ ├── ratchet_1.wav.import
│ │ │ ├── ratchet_2.wav.import
│ │ │ └── ratchet_3.wav.import
│ │ ├── shuffle/
│ │ │ ├── shuffle_1.wav.import
│ │ │ ├── shuffle_2.wav.import
│ │ │ ├── shuffle_3.wav.import
│ │ │ ├── shuffle_4.wav.import
│ │ │ └── shuffle_5.wav.import
│ │ ├── slosh/
│ │ │ ├── slosh_01.wav.import
│ │ │ ├── slosh_2.wav.import
│ │ │ ├── slosh_3.wav.import
│ │ │ ├── slosh_4.wav.import
│ │ │ └── slosh_5.wav.import
│ │ ├── special/
│ │ │ └── Spawn01.wav.import
│ │ ├── step/
│ │ │ ├── step_1.wav.import
│ │ │ ├── step_2.wav.import
│ │ │ ├── step_3.wav.import
│ │ │ └── step_4.wav.import
│ │ ├── swish/
│ │ │ ├── swish_1.wav.import
│ │ │ ├── swish_2.wav.import
│ │ │ ├── swish_3.wav.import
│ │ │ ├── swish_4.wav.import
│ │ │ ├── swish_5.wav.import
│ │ │ └── swish_6.wav.import
│ │ ├── swoosh/
│ │ │ ├── swoosh_1.wav.import
│ │ │ ├── swoosh_2.wav.import
│ │ │ ├── swoosh_3.wav.import
│ │ │ ├── swoosh_4.wav.import
│ │ │ └── swoosh_5.wav.import
│ │ └── voice/
│ │ ├── voice_hurt_01.wav.import
│ │ ├── voice_hurt_02.wav.import
│ │ ├── voice_hurt_03.wav.import
│ │ ├── voice_hurt_04.wav.import
│ │ └── voice_hurt_05.wav.import
│ ├── SoundFXSystem.gd
│ ├── bone_in_the_walls__level_loop_session.ogg
│ ├── bone_in_the_walls__level_loop_session.ogg.import
│ └── default_bus_layout.tres
├── cameras/
│ ├── area_cam/
│ │ ├── area_cam.gd
│ │ └── area_cam.tscn
│ └── follow_cam/
│ ├── follow_cam.tscn
│ └── follow_cam_3d.gd
├── demo_level/
│ ├── flame_01.png.import
│ ├── flame_02.png.import
│ ├── flame_03.png.import
│ ├── flame_04.png.import
│ ├── gridmap/
│ │ ├── gridmap_basic.tres
│ │ ├── gridmap_materials/
│ │ │ ├── TinyBrick01.tres
│ │ │ ├── TinyBrick01_albedo.png.import
│ │ │ ├── TinyBrick01_normal.png.import
│ │ │ ├── TinyBrick02.tres
│ │ │ ├── TinyBrick02_albedo.png.import
│ │ │ ├── TinyBrick02_normal.png.import
│ │ │ ├── TinyBrick03.tres
│ │ │ ├── TinyCobble01.tres
│ │ │ ├── TinyCobble01_albedo.png.import
│ │ │ ├── TinyCobble01_normal.png.import
│ │ │ ├── TinyMetal01.tres
│ │ │ ├── TinyMetal01_albedo.png.import
│ │ │ ├── TinyMetal01_normal.png.import
│ │ │ ├── TinyRock01.tres
│ │ │ ├── TinyRock01_albedo.png.import
│ │ │ ├── TinyRock01_normal.png.import
│ │ │ ├── TinyTile01.tres
│ │ │ ├── TinyTile01_albedo.png.import
│ │ │ ├── TinyTile01_normal.png.import
│ │ │ ├── TinyTile02.tres
│ │ │ ├── TinyTile02_albedo.png.import
│ │ │ ├── TinyTile02_normal.png.import
│ │ │ ├── TinyWood01.tres
│ │ │ ├── TinyWood03_albedo.png.import
│ │ │ └── TinyWood03_normal.png.import
│ │ ├── tilemap_basic.glb
│ │ └── tilemap_basic.glb.import
│ ├── stagingCSG.tscn
│ ├── torch.tscn
│ ├── wor2213.tmp
│ ├── wor3114.tmp
│ └── world_castle.tscn
├── enemy/
│ ├── enemy_area_target_sensor.gd
│ ├── enemy_area_target_sensor.tscn
│ ├── enemy_base_root_motion.gd
│ ├── enemy_base_root_motion.tscn
│ ├── enemy_root_anim_tree.gd
│ ├── health_system.gd
│ └── patrol_point.gd
├── icon.png.import
├── interactable objects/
│ ├── chest/
│ │ ├── chest.tscn
│ │ └── chest_object.gd
│ ├── doors/
│ │ ├── door_object.gd
│ │ ├── door_object.tscn
│ │ ├── door_object.tscn.depren
│ │ ├── gat9159.tmp
│ │ ├── gate_object.gd
│ │ └── gate_object.tscn
│ ├── ladder/
│ │ ├── ladder.gd
│ │ └── ladder.tscn
│ ├── lever/
│ │ ├── lever_object.gd
│ │ └── lever_object.tscn
│ └── spawn_site/
│ ├── spawn_site.gd
│ └── spawn_site.tscn
├── player/
│ ├── animation_libraries/
│ │ └── MeleeLib.res
│ ├── equipment_system/
│ │ ├── equipment/
│ │ │ ├── Ax.tscn
│ │ │ ├── TorchFlame.gd
│ │ │ ├── equipment_object.gd
│ │ │ ├── equipment_resource.gd
│ │ │ ├── shield.tscn
│ │ │ ├── sword.tscn
│ │ │ ├── torch_gadget.tscn
│ │ │ └── weapon_streak.gd
│ │ ├── equipment_system.gd
│ │ └── equipment_system.tscn
│ ├── footfall_system/
│ │ ├── foostep_sound_system.gd
│ │ ├── footfall_system.gd
│ │ ├── footfall_system.tscn
│ │ └── footstep_sound_system.tscn
│ ├── item_system/
│ │ ├── inventory_system.gd
│ │ ├── item_object.gd
│ │ ├── item_resource.gd
│ │ ├── item_system.gd
│ │ └── items/
│ │ ├── fire_bomb.tscn
│ │ ├── firebomb.png.import
│ │ ├── firebomb.tres
│ │ ├── potion.png.import
│ │ ├── potion.tres
│ │ └── potion.tscn
│ ├── player_anim_tree.gd
│ ├── player_charbody3D.gd
│ ├── player_charbody3d.tscn
│ ├── player_interact_sensors/
│ │ ├── sensor_cast.gd
│ │ └── sensor_cast.tscn
│ └── player_targeting_system/
│ ├── eye_list.gd
│ ├── gui_reticle.gd
│ ├── player_targeting_system.gd
│ └── player_targeting_system.tscn
├── project.godot
├── screenshots/
│ └── .gdignore
├── ui/
│ ├── contol_card.gd
│ ├── death_card.gd
│ ├── health_bar.gd
│ ├── item_slot.gd
│ └── panel-border-027.png.import
└── utility scripts/
├── mesh_streak.gd
├── signal_caller.gd
├── signal_switch.gd
└── torchlight.gd
================================================
FILE CONTENTS
================================================
================================================
FILE: .gitattributes
================================================
# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
================================================
FILE: .gitignore
================================================
# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json
================================================
FILE: LICENSE
================================================
Copyright (c) 2024 Cat Prisbrey
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <https://unlicense.org>
================================================
FILE: README.md
================================================
# Cat's Godot 4 Souls-Like Template & Asset Pack
**NOTICE! VERSION 3.0 IS PENDING RELEASE WHICH WILL BE A TOTALLY DIFFERENT CODEBASE AND APPROACH, THIS OLD VERISON IS PENDING TO BE REPLACED BY IT ENTIRELY**
Version 2.0.0
IF YOU NEED THE NON-ROOT VERSION, CHECK THE RELEASES FOR ANY v1.x.x bundle.

[YouTube Overview Video](https://www.youtube.com/watch?v=6WdAxzw8pnE)
A highly modular, loosely coupled soulslike game template/asset pack for the Godot Engine. It's driven heavily using signals and loose code, and the tree uses an animation library to drive it's animations. This allows you to swap in your own compatible models and animations quickly and not break the logic of the code. All you need is a model with a standard Godot/Unity/Mixamo etc, skeleton mapped into Godot at import.
All CC0 content free to be used as you wish without attribution. Although I'll very gratefully be attributed in credits and/or humbly accept your donations.
This template uses assets created entirely by myself, or from Kenney Assets. Nothing from Mixamo, etc to muddy up the licensing waters.
## Features
The accumulation of about a years worth of testing. It features a lot of the classic mechanics for soulslike games:
- Root motion driven player and enemies
- Primary weapon
- Offhand gadgets
- Consumable items
- Enemy targeting
- Enemy knockback
- Blocking / perfect parry
- Dodge rolling
- Sprinting
- Ladder Movement
- Lever activated intractables
- Enemys with multiple states and pathfinding
- Ragdoll death
- Joystick and Keyboard controls based off Elden Ring/Bloodborne
## Assets:
- Rigged Low poly male and female model
- Low resolution textures
- Lots of sound effects and music
- 110+ animations
- Gridmap/Meshlibrary
- Flexible nested animation state trees
## License
[Creative Commons, but be cool about it](https://choosealicense.com/licenses/unlicense)
Consider donating me a coffee or crediting/thanking me in a game you make with it :)
================================================
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FILE: audio/SoundFXSystem.gd
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extends AudioStreamPlayer3D
class_name SoundFXTrigger
## Takes a node, and a signal string. When the signal is emitted by the
## triggering node, this stream will shuffle its pitch and play. Useful
## for making footsteps, sword hits, etc less monotonous.
@export var triggering_node : Node
@export var sound_trigger_signal : String = "hit_target"
@export var play_delay : float = 0.0
func _ready():
if triggering_node:
if triggering_node.has_signal(sound_trigger_signal):
triggering_node.connect(sound_trigger_signal,_on_sound_trigger_signal)
func _on_sound_trigger_signal(_1 = null):
if !playing:
await get_tree().create_timer(play_delay).timeout
#pitch_scale = randf_range(.8,1.1)
play()
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FILE: audio/default_bus_layout.tres
================================================
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[sub_resource type="AudioEffectDelay" id="AudioEffectDelay_16rfd"]
resource_name = "Delay"
dry = 0.38
[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_4xiss"]
resource_name = "Reverb"
room_size = 0.67
wet = 0.15
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bus/0/volume_db = -10.9863
bus/1/name = &"Echo"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = &"Master"
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bus/1/effect/0/enabled = true
bus/1/effect/1/effect = SubResource("AudioEffectReverb_4xiss")
bus/1/effect/1/enabled = true
================================================
FILE: cameras/area_cam/area_cam.gd
================================================
extends Area3D
## This node can use a built in camera or use one you've determined
## The builtin camera will queue_free at runtime if a new camera is used.
@export var camera_3d : Camera3D
@onready var builtin : Camera3D = $Pivot/Camera3D
# Called when the node enters the scene tree for the first time.
func _ready():
if camera_3d:
builtin.queue_free()
else:
camera_3d = builtin
body_entered.connect(_add_cam)
body_exited.connect(_drop_cam)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _add_cam(body):
if body.is_in_group("player"):
camera_3d.current = true
func _drop_cam(body):
if body.is_in_group("player"):
camera_3d.current = false
================================================
FILE: cameras/area_cam/area_cam.tscn
================================================
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[ext_resource type="Script" path="res://cameras/area_cam/area_cam.gd" id="1_5xaaf"]
[sub_resource type="BoxShape3D" id="BoxShape3D_m6vf8"]
size = Vector3(15, 3, 15)
[node name="AreaCam (MakeMeLocal)" type="Area3D"]
collision_layer = 0
collision_mask = 2
script = ExtResource("1_5xaaf")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("BoxShape3D_m6vf8")
[node name="Pivot" type="Marker3D" parent="."]
[node name="Camera3D" type="Camera3D" parent="Pivot"]
transform = Transform3D(1, 0, 0, 0, 0.965926, 0.258819, 0, -0.258819, 0.965926, 0, 3, 10)
================================================
FILE: cameras/follow_cam/follow_cam.tscn
================================================
[gd_scene load_steps=3 format=3 uid="uid://b65t1v7qe0rb3"]
[ext_resource type="Script" path="res://cameras/follow_cam/follow_cam_3d.gd" id="1_y42mi"]
[sub_resource type="BoxShape3D" id="BoxShape3D_m6qse"]
margin = 1.0
[node name="FollowCam" type="SpringArm3D" node_paths=PackedStringArray("camera_3d")]
top_level = true
shape = SubResource("BoxShape3D_m6qse")
spring_length = 2.0
margin = 1.0
script = ExtResource("1_y42mi")
camera_3d = NodePath("Camera3D")
[node name="Camera3D" type="Camera3D" parent="."]
h_offset = 0.6
================================================
FILE: cameras/follow_cam/follow_cam_3d.gd
================================================
extends SpringArm3D
class_name FollowCam
## Will follow the global_position of the follow_target and rotate based on
## mouse or joystick input. If an optional targeting system is added and
## "targeting == true", this node will constantly look at a "look_target",
## ignoring mouse movement.
## By toggling targeting to false, the camera will return to normal control.
## If the player is guarding, the spring arm lerps to a shorter aim length.
## when not guarding it lerps back to default position.
## The camera by default is has it's H Offset property set to move it over the
## right shoulder. Adjust offset there, not here so that the spring arm/camera
## don't clip through walls.
@export_range(1,50,1) var mouse_sensitivity = 15.0
@export_range(1,50,1) var joystick_sensitivity = 15.0
var targeting = false
signal targeting_changed
@export var camera_3d : Camera3D
@export var follow_target : Node3D
@onready var default_spring :float = spring_length
## if no target is set, this node will attempt to find a CharacterBody3D to follow
var look_target : Node3D
@onready var vertical_offset = global_position.y
@export var optional_targeting_system : Node
@export var aim_spring_length :float = .7
signal target_cleared
var current_cam_buffer = true
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if follow_target.has_signal("strafe_toggled"): ## to avoid hard coding using a SignalSwitch
follow_target.strafe_toggled.connect(_on_strafe_toggled)
if follow_target.has_method("_on_target_cleared"):
target_cleared.connect(follow_target._on_target_cleared)
#
if optional_targeting_system:
optional_targeting_system.target_found.connect(_on_target_found)
if camera_3d:
camera_3d.current = true
target_cleared.connect(_on_target_cleared)
func _input(event):
mouse_control(event)
func _physics_process(_delta):
joystick_control() # run in physics processr ather than event for smoother action
_follow_target(follow_target)
_lookat_target()
_detect_camera_change()
## Normal free camera control
func mouse_control(_event):
if _event is InputEventMouseMotion:
var new_rotation = rotation.x - _event.relative.y / 10000 * mouse_sensitivity
rotation.y -= _event.relative.x / 10000 * mouse_sensitivity
var clamped_rotation = clamp(new_rotation, -.8, 0.8) #rotation clamp
rotation.x = clamped_rotation
_lookat_target()
return
func joystick_control(): # For controlling freecam rotation on gamepad
#if Input.get_vector("look_left","look_right","look_up","look_down"):
# Calculate the target rotation
var joy_input = Input.get_vector("look_left","look_right","look_up","look_down")
var temporary_rotation = rotation.x + joy_input.y / 400 * joystick_sensitivity
rotation.y -= joy_input.x / 300 * joystick_sensitivity
var clamped_rotation = clamp(temporary_rotation, -.8, .8)
rotation.x = clamped_rotation
_lookat_target()
func _detect_camera_change():
if camera_3d != get_viewport().get_camera_3d() \
&& current_cam_buffer:
current_cam_buffer = false
elif camera_3d == get_viewport().get_camera_3d() \
&& current_cam_buffer == false:
global_rotation.y = follow_target.global_rotation.y + PI
current_cam_buffer = true
func _follow_target(new_target):
if new_target:
var target_position = new_target.global_position
target_position.y += vertical_offset
var lerp_to_position = lerp(global_position, target_position,.07)
global_position = lerp_to_position
#### STRAFE / TARGET CAM LOGIC ####
## this section ties heavily into using an optional targeting system node.
func _on_strafe_toggled(_toggle):
targeting = _toggle
targeting_changed.emit(targeting)
if targeting == false:
target_cleared.emit()
func _on_target_found(new_target):
if new_target:
look_target = new_target
func _lookat_target():
if look_target: # needed to make sure you don't try to target a freed node.
#if look_target.is_queued_for_deletion():
if !look_target.is_in_group("targets"):
target_cleared.emit()
if targeting: # otherwise track the target
if look_target:
var vertical_look_offset = Vector3(0,1,0) ## to not look at the target's feet.
look_at(look_target.global_position + vertical_look_offset ,Vector3.UP)
if "guarding" in follow_target:
if follow_target.guarding:
spring_length = lerp(spring_length,aim_spring_length,.1)
else:
spring_length = lerp(spring_length,default_spring,.1)
func _on_target_cleared():
look_target = null
================================================
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FILE: demo_level/gridmap/gridmap_basic.tres
================================================
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gitextract_3uz385np/
├── .gitattributes
├── .gitignore
├── LICENSE
├── README.md
├── assets/
│ ├── TinyKnit_normal.png.import
│ ├── TinyScalemail_albedo.png.import
│ ├── TinyScalemail_normal.png.import
│ ├── TinyScalemail_orm.png.import
│ ├── characters/
│ │ ├── cloth.tres
│ │ ├── eyes.tres
│ │ ├── feminine_albedo.png.import
│ │ ├── feminine_normals.png.import
│ │ ├── hair_material.tres
│ │ ├── hair_normals.png.import
│ │ ├── haircard_albedo.png.import
│ │ ├── lashes.tres
│ │ ├── mannyquin.glb
│ │ ├── mannyquin.glb.import
│ │ ├── masculine_albedo.png.import
│ │ ├── masculine_normals.png.import
│ │ ├── minnyquinn.glb
│ │ ├── minnyquinn.glb.import
│ │ ├── skin_f.tres
│ │ └── skin_m.tres
│ ├── metal_black.tres
│ ├── metal_blue.tres
│ ├── scalemail.tres
│ ├── templateweapons.glb
│ └── templateweapons.glb.import
├── audio/
│ ├── SoundFX/
│ │ ├── clack/
│ │ │ ├── clack_1.wav.import
│ │ │ ├── clack_2.wav.import
│ │ │ ├── clack_3.wav.import
│ │ │ ├── clack_4.wav.import
│ │ │ └── clack_5.wav.import
│ │ ├── clang/
│ │ │ ├── clang_1.wav.import
│ │ │ ├── clang_2.wav.import
│ │ │ ├── clang_3.wav.import
│ │ │ └── clang_4.wav.import
│ │ ├── click/
│ │ │ ├── click_1.wav.import
│ │ │ ├── click_2.wav.import
│ │ │ └── click_3.wav.import
│ │ ├── cloth/
│ │ │ ├── cloth_01.wav.import
│ │ │ ├── cloth_02.wav.import
│ │ │ ├── cloth_03.wav.import
│ │ │ ├── cloth_04.wav.import
│ │ │ ├── cloth_05.wav.import
│ │ │ ├── cloth_06.wav.import
│ │ │ ├── cloth_07.wav.import
│ │ │ ├── cloth_08.wav.import
│ │ │ └── cloth_09.wav.import
│ │ ├── cork/
│ │ │ ├── cork_01.wav.import
│ │ │ ├── cork_02.wav.import
│ │ │ ├── cork_03.wav.import
│ │ │ ├── cork_04.wav.import
│ │ │ └── cork_05.wav.import
│ │ ├── creak/
│ │ │ ├── creak_1.wav.import
│ │ │ ├── creak_2.wav.import
│ │ │ ├── creak_3.wav.import
│ │ │ ├── creak_4.wav.import
│ │ │ ├── creak_5.wav.import
│ │ │ └── creak_6.wav.import
│ │ ├── fire/
│ │ │ ├── fire_01_loop.wav.import
│ │ │ └── fire_02_loop.wav.import
│ │ ├── hit/
│ │ │ ├── hit_1.wav.import
│ │ │ ├── hit_2.wav.import
│ │ │ ├── hit_3.wav.import
│ │ │ ├── hit_4.wav.import
│ │ │ ├── hit_blunt_01.wav.import
│ │ │ ├── hit_blunt_02.wav.import
│ │ │ ├── hit_blunt_03.wav.import
│ │ │ ├── hit_blunt_04.wav.import
│ │ │ ├── hit_blunt_05.wav.import
│ │ │ ├── hit_blunt_06.wav.import
│ │ │ ├── hit_metal_01.wav.import
│ │ │ ├── hit_metal_02.wav.import
│ │ │ ├── hit_metal_03.wav.import
│ │ │ ├── hit_metal_04.wav.import
│ │ │ ├── hit_wet_01.wav.import
│ │ │ ├── hit_wet_02.wav.import
│ │ │ ├── hit_wet_03.wav.import
│ │ │ ├── hit_wet_04.wav.import
│ │ │ ├── hit_wet_05.wav.import
│ │ │ └── hit_wet_06.wav.import
│ │ ├── ratchet/
│ │ │ ├── ratchet_1.wav.import
│ │ │ ├── ratchet_2.wav.import
│ │ │ └── ratchet_3.wav.import
│ │ ├── shuffle/
│ │ │ ├── shuffle_1.wav.import
│ │ │ ├── shuffle_2.wav.import
│ │ │ ├── shuffle_3.wav.import
│ │ │ ├── shuffle_4.wav.import
│ │ │ └── shuffle_5.wav.import
│ │ ├── slosh/
│ │ │ ├── slosh_01.wav.import
│ │ │ ├── slosh_2.wav.import
│ │ │ ├── slosh_3.wav.import
│ │ │ ├── slosh_4.wav.import
│ │ │ └── slosh_5.wav.import
│ │ ├── special/
│ │ │ └── Spawn01.wav.import
│ │ ├── step/
│ │ │ ├── step_1.wav.import
│ │ │ ├── step_2.wav.import
│ │ │ ├── step_3.wav.import
│ │ │ └── step_4.wav.import
│ │ ├── swish/
│ │ │ ├── swish_1.wav.import
│ │ │ ├── swish_2.wav.import
│ │ │ ├── swish_3.wav.import
│ │ │ ├── swish_4.wav.import
│ │ │ ├── swish_5.wav.import
│ │ │ └── swish_6.wav.import
│ │ ├── swoosh/
│ │ │ ├── swoosh_1.wav.import
│ │ │ ├── swoosh_2.wav.import
│ │ │ ├── swoosh_3.wav.import
│ │ │ ├── swoosh_4.wav.import
│ │ │ └── swoosh_5.wav.import
│ │ └── voice/
│ │ ├── voice_hurt_01.wav.import
│ │ ├── voice_hurt_02.wav.import
│ │ ├── voice_hurt_03.wav.import
│ │ ├── voice_hurt_04.wav.import
│ │ └── voice_hurt_05.wav.import
│ ├── SoundFXSystem.gd
│ ├── bone_in_the_walls__level_loop_session.ogg
│ ├── bone_in_the_walls__level_loop_session.ogg.import
│ └── default_bus_layout.tres
├── cameras/
│ ├── area_cam/
│ │ ├── area_cam.gd
│ │ └── area_cam.tscn
│ └── follow_cam/
│ ├── follow_cam.tscn
│ └── follow_cam_3d.gd
├── demo_level/
│ ├── flame_01.png.import
│ ├── flame_02.png.import
│ ├── flame_03.png.import
│ ├── flame_04.png.import
│ ├── gridmap/
│ │ ├── gridmap_basic.tres
│ │ ├── gridmap_materials/
│ │ │ ├── TinyBrick01.tres
│ │ │ ├── TinyBrick01_albedo.png.import
│ │ │ ├── TinyBrick01_normal.png.import
│ │ │ ├── TinyBrick02.tres
│ │ │ ├── TinyBrick02_albedo.png.import
│ │ │ ├── TinyBrick02_normal.png.import
│ │ │ ├── TinyBrick03.tres
│ │ │ ├── TinyCobble01.tres
│ │ │ ├── TinyCobble01_albedo.png.import
│ │ │ ├── TinyCobble01_normal.png.import
│ │ │ ├── TinyMetal01.tres
│ │ │ ├── TinyMetal01_albedo.png.import
│ │ │ ├── TinyMetal01_normal.png.import
│ │ │ ├── TinyRock01.tres
│ │ │ ├── TinyRock01_albedo.png.import
│ │ │ ├── TinyRock01_normal.png.import
│ │ │ ├── TinyTile01.tres
│ │ │ ├── TinyTile01_albedo.png.import
│ │ │ ├── TinyTile01_normal.png.import
│ │ │ ├── TinyTile02.tres
│ │ │ ├── TinyTile02_albedo.png.import
│ │ │ ├── TinyTile02_normal.png.import
│ │ │ ├── TinyWood01.tres
│ │ │ ├── TinyWood03_albedo.png.import
│ │ │ └── TinyWood03_normal.png.import
│ │ ├── tilemap_basic.glb
│ │ └── tilemap_basic.glb.import
│ ├── stagingCSG.tscn
│ ├── torch.tscn
│ ├── wor2213.tmp
│ ├── wor3114.tmp
│ └── world_castle.tscn
├── enemy/
│ ├── enemy_area_target_sensor.gd
│ ├── enemy_area_target_sensor.tscn
│ ├── enemy_base_root_motion.gd
│ ├── enemy_base_root_motion.tscn
│ ├── enemy_root_anim_tree.gd
│ ├── health_system.gd
│ └── patrol_point.gd
├── icon.png.import
├── interactable objects/
│ ├── chest/
│ │ ├── chest.tscn
│ │ └── chest_object.gd
│ ├── doors/
│ │ ├── door_object.gd
│ │ ├── door_object.tscn
│ │ ├── door_object.tscn.depren
│ │ ├── gat9159.tmp
│ │ ├── gate_object.gd
│ │ └── gate_object.tscn
│ ├── ladder/
│ │ ├── ladder.gd
│ │ └── ladder.tscn
│ ├── lever/
│ │ ├── lever_object.gd
│ │ └── lever_object.tscn
│ └── spawn_site/
│ ├── spawn_site.gd
│ └── spawn_site.tscn
├── player/
│ ├── animation_libraries/
│ │ └── MeleeLib.res
│ ├── equipment_system/
│ │ ├── equipment/
│ │ │ ├── Ax.tscn
│ │ │ ├── TorchFlame.gd
│ │ │ ├── equipment_object.gd
│ │ │ ├── equipment_resource.gd
│ │ │ ├── shield.tscn
│ │ │ ├── sword.tscn
│ │ │ ├── torch_gadget.tscn
│ │ │ └── weapon_streak.gd
│ │ ├── equipment_system.gd
│ │ └── equipment_system.tscn
│ ├── footfall_system/
│ │ ├── foostep_sound_system.gd
│ │ ├── footfall_system.gd
│ │ ├── footfall_system.tscn
│ │ └── footstep_sound_system.tscn
│ ├── item_system/
│ │ ├── inventory_system.gd
│ │ ├── item_object.gd
│ │ ├── item_resource.gd
│ │ ├── item_system.gd
│ │ └── items/
│ │ ├── fire_bomb.tscn
│ │ ├── firebomb.png.import
│ │ ├── firebomb.tres
│ │ ├── potion.png.import
│ │ ├── potion.tres
│ │ └── potion.tscn
│ ├── player_anim_tree.gd
│ ├── player_charbody3D.gd
│ ├── player_charbody3d.tscn
│ ├── player_interact_sensors/
│ │ ├── sensor_cast.gd
│ │ └── sensor_cast.tscn
│ └── player_targeting_system/
│ ├── eye_list.gd
│ ├── gui_reticle.gd
│ ├── player_targeting_system.gd
│ └── player_targeting_system.tscn
├── project.godot
├── screenshots/
│ └── .gdignore
├── ui/
│ ├── contol_card.gd
│ ├── death_card.gd
│ ├── health_bar.gd
│ ├── item_slot.gd
│ └── panel-border-027.png.import
└── utility scripts/
├── mesh_streak.gd
├── signal_caller.gd
├── signal_switch.gd
└── torchlight.gd
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[
{
"path": ".gitattributes",
"chars": 80,
"preview": "# Normalize EOL for all files that Git considers text files.\n* text=auto eol=lf\n"
},
{
"path": ".gitignore",
"chars": 239,
"preview": "# Godot 4+ specific ignores\n.godot/\n\n# Godot-specific ignores\n.import/\nexport.cfg\nexport_presets.cfg\n\n# Imported transla"
},
{
"path": "LICENSE",
"chars": 1244,
"preview": "Copyright (c) 2024 Cat Prisbrey\n\nThis is free and unencumbered software released into the public domain.\n\nAnyone is free"
},
{
"path": "README.md",
"chars": 2108,
"preview": "\n# Cat's Godot 4 Souls-Like Template & Asset Pack\n\n**NOTICE! VERSION 3.0 IS PENDING RELEASE WHICH WILL BE A TOTALLY DIFF"
},
{
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"path": "interactable objects/chest/chest_object.gd",
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"preview": "extends StaticBody3D\n\n## All interactables function similarly. They have a function called \"activate\"\n## that takes in t"
},
{
"path": "interactable objects/doors/door_object.gd",
"chars": 2296,
"preview": "extends StaticBody3D\n\n\n## All interactables function similarly. They have a function called \"activate\"\n## that takes in "
},
{
"path": "interactable objects/doors/door_object.tscn",
"chars": 8275,
"preview": "[gd_scene load_steps=14 format=3 uid=\"uid://cnv210lnfdoan\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable object"
},
{
"path": "interactable objects/doors/door_object.tscn.depren",
"chars": 6080,
"preview": "[gd_scene load_steps=15 format=3 uid=\"uid://cnv210lnfdoan\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable object"
},
{
"path": "interactable objects/doors/gat9159.tmp",
"chars": 7959,
"preview": "[gd_scene load_steps=13 format=3 uid=\"uid://bp5aql2ip2qwi\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable object"
},
{
"path": "interactable objects/doors/gate_object.gd",
"chars": 1584,
"preview": "extends StaticBody3D\n\n## All interactables function similarly. They have a function called \"activate\"\n## that takes in t"
},
{
"path": "interactable objects/doors/gate_object.tscn",
"chars": 8757,
"preview": "[gd_scene load_steps=13 format=3 uid=\"uid://bp5aql2ip2qwi\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable object"
},
{
"path": "interactable objects/ladder/ladder.gd",
"chars": 1077,
"preview": "extends Area3D\n\n@onready var new_trans = global_transform\n\nfunc _ready():\n\tadd_to_group(\"interactable\")\n\tcollision_layer"
},
{
"path": "interactable objects/ladder/ladder.tscn",
"chars": 493,
"preview": "[gd_scene load_steps=3 format=3 uid=\"uid://b5y7f5xgkpa1d\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable objects"
},
{
"path": "interactable objects/lever/lever_object.gd",
"chars": 1861,
"preview": "extends StaticBody3D\n\n## All interactables function similarly. They have a function called \"activate\"\n## that takes in t"
},
{
"path": "interactable objects/lever/lever_object.tscn",
"chars": 5850,
"preview": "[gd_scene load_steps=12 format=3 uid=\"uid://cev0hfdkmno27\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable object"
},
{
"path": "interactable objects/spawn_site/spawn_site.gd",
"chars": 1336,
"preview": "extends StaticBody3D\n\n## All interactables function similarly. They have a function called \"activate\"\n## that takes in t"
},
{
"path": "interactable objects/spawn_site/spawn_site.tscn",
"chars": 12160,
"preview": "[gd_scene load_steps=33 format=3 uid=\"uid://daae7mgofoegu\"]\n\n[ext_resource type=\"Script\" path=\"res://interactable object"
},
{
"path": "player/equipment_system/equipment/Ax.tscn",
"chars": 28983,
"preview": "[gd_scene load_steps=10 format=3 uid=\"uid://cppm5fkbguoqx\"]\n\n[ext_resource type=\"Script\" path=\"res://player/equipment_sy"
},
{
"path": "player/equipment_system/equipment/TorchFlame.gd",
"chars": 347,
"preview": "extends GPUParticles3D\n\n@onready var torch_light : OmniLight3D = $TorchLight\n@onready var fire_sfx = $\"../FireSFX\"\n\n@onr"
},
{
"path": "player/equipment_system/equipment/equipment_object.gd",
"chars": 572,
"preview": "extends Area3D\nclass_name EquipmentObject\n\n## Dumb Area3D nodes that holding equipment stats, they do little more than a"
},
{
"path": "player/equipment_system/equipment/equipment_resource.gd",
"chars": 578,
"preview": "extends Resource\nclass_name EquipmentResource\n\n## Loose stats for equpiment items. Meqnt to work with EquipmentObjects a"
},
{
"path": "player/equipment_system/equipment/shield.tscn",
"chars": 28045,
"preview": "[gd_scene load_steps=11 format=3 uid=\"uid://g454n8wvwlm6\"]\n\n[ext_resource type=\"Script\" path=\"res://player/equipment_sys"
},
{
"path": "player/equipment_system/equipment/sword.tscn",
"chars": 27046,
"preview": "[gd_scene load_steps=10 format=3 uid=\"uid://dva7owhrl4wew\"]\n\n[ext_resource type=\"Script\" path=\"res://player/equipment_sy"
},
{
"path": "player/equipment_system/equipment/torch_gadget.tscn",
"chars": 34963,
"preview": "[gd_scene load_steps=21 format=3 uid=\"uid://dvs3icvtoe84r\"]\n\n[ext_resource type=\"Script\" path=\"res://player/equipment_sy"
},
{
"path": "player/equipment_system/equipment/weapon_streak.gd",
"chars": 77,
"preview": "extends MeshStreak\n\nfunc _on_player_attack_swing_started():\n\temitting = true\n"
},
{
"path": "player/equipment_system/equipment_system.gd",
"chars": 5037,
"preview": "extends Node3D\nclass_name EquipmentSystem\n\n## A node that listens for signals from a player node to change equipment, or"
},
{
"path": "player/equipment_system/equipment_system.tscn",
"chars": 1324,
"preview": "[gd_scene load_steps=2 format=3 uid=\"uid://djx3nkpgstgea\"]\n\n[ext_resource type=\"Script\" path=\"res://player/equipment_sys"
},
{
"path": "player/footfall_system/foostep_sound_system.gd",
"chars": 1312,
"preview": "extends Node3D\nclass_name FootstepSoundSystem\n\n## Receives signal from FootfallSensors for when a foot steps down or up."
},
{
"path": "player/footfall_system/footfall_system.gd",
"chars": 680,
"preview": "extends BoneAttachment3D\nclass_name FootfallSensor\n\n## Set the external skeleton to your character body. Assign the bone"
},
{
"path": "player/footfall_system/footfall_system.tscn",
"chars": 529,
"preview": "[gd_scene load_steps=2 format=3 uid=\"uid://b3w5gegc1yqut\"]\n\n[ext_resource type=\"Script\" path=\"res://player/footfall_syst"
},
{
"path": "player/footfall_system/footstep_sound_system.tscn",
"chars": 752,
"preview": "[gd_scene load_steps=4 format=3 uid=\"uid://b40rwwk030bp5\"]\n\n[ext_resource type=\"Script\" path=\"res://player/footfall_syst"
},
{
"path": "player/item_system/inventory_system.gd",
"chars": 3151,
"preview": "extends Node\nclass_name InventorySystem\n\n## A Very crude and simple inventory system. This inventory is refreshed\n## at "
},
{
"path": "player/item_system/item_object.gd",
"chars": 872,
"preview": "extends RigidBody3D\nclass_name ItemObject\n\n@export var target_group :String = \"player\"\n@export_enum(\"HURT\",\"HEAL\") var e"
},
{
"path": "player/item_system/item_resource.gd",
"chars": 635,
"preview": "extends Resource\nclass_name ItemResource\n\n## Loose stats for equpiment items. Meqnt to work with EquipmentObjects and\n##"
},
{
"path": "player/item_system/item_system.gd",
"chars": 2431,
"preview": "extends Node3D\nclass_name ItemSystem\n\n## This class is tied very closely to the Inventory system. It's purpose is to \n##"
},
{
"path": "player/item_system/items/fire_bomb.tscn",
"chars": 4661,
"preview": "[gd_scene load_steps=20 format=3 uid=\"uid://vs3idmafxkcd\"]\n\n[ext_resource type=\"Script\" path=\"res://player/item_system/i"
},
{
"path": "player/item_system/items/firebomb.png.import",
"chars": 783,
"preview": "[remap]\n\nimporter=\"texture\"\ntype=\"CompressedTexture2D\"\nuid=\"uid://de5jbsp1g1i7l\"\npath=\"res://.godot/imported/firebomb.pn"
},
{
"path": "player/item_system/items/firebomb.tres",
"chars": 631,
"preview": "[gd_resource type=\"Resource\" script_class=\"ItemResource\" load_steps=4 format=3 uid=\"uid://wtv38601835b\"]\n\n[ext_resource "
}
]
// ... and 29 more files (download for full content)
About this extraction
This page contains the full source code of the catprisbrey/Cats-Godot4-Modular-Souls-like-Template GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 229 files (12.1 MB), approximately 3.2M tokens. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.