2D Map and Scene Generator
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
Godot 4背包系统完整实现,包括数据层、逻辑层和UI层设计。支持物品管理、拖放交互、格子满了处理等常见功能. An agent skill from 925236118/AlphaAgent.
$ npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install 925236118/AlphaAgent godot-inventory-system --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-inventory-system .claude/skills/godot-inventory-system && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "godot-inventory-system" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-system into .claude/skills/godot-inventory-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-inventory-system", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-systemType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install 925236118/AlphaAgent godot-inventory-system --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .agents/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-inventory-system .agents/skills/godot-inventory-system && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "godot-inventory-system" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-system into .agents/skills/godot-inventory-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-inventory-system", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install 925236118/AlphaAgent godot-inventory-system --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-inventory-system .cursor/skills/godot-inventory-system && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "godot-inventory-system" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-system into .cursor/skills/godot-inventory-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-inventory-system", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/925236118/AlphaAgent.git --path addons/agent/skills/default_skills/godot-inventory-system--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install 925236118/AlphaAgent godot-inventory-system --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-inventory-system .gemini/skills/godot-inventory-system && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "godot-inventory-system" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-system into .gemini/skills/godot-inventory-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-inventory-system", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install 925236118/AlphaAgent godot-inventory-systemInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .github/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-inventory-system .github/skills/godot-inventory-system && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "godot-inventory-system" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-system into .github/skills/godot-inventory-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-inventory-system", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install 925236118/AlphaAgent godot-inventory-system --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-inventory-system .opencode/skills/godot-inventory-system && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "godot-inventory-system" agent skill from https://github.com/925236118/AlphaAgent/tree/master/addons/agent/skills/default_skills/godot-inventory-system into .opencode/skills/godot-inventory-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "godot-inventory-system", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
godot-inventory-systemGodot 4背包系统完整实现,包括数据层、逻辑层和UI层设计。支持物品管理、拖放交互、格子满了处理等常见功能. An agent skill from 925236118/AlphaAgent.
Godot Inventory System is an agent skill from 925236118/AlphaAgent. Godot 4背包系统完整实现,包括数据层、逻辑层和UI层设计。支持物品管理、拖放交互、格子满了处理等常见功能。
Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: 为Godot引擎编辑器开发的Ai Agent插件. The licence is MIT.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit ed0da30. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Inventory System loads about 3.1k tokens when it runs. Until then it costs about 20 tokens; SKILL.md has 62 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from 925236118/AlphaAgent at commit ed0da30, republished under its MIT licence (© 925236118). 62 words, ~3,056 tokens.
.claude/skills/godot-inventory-system/SKILL.md (or your agent's skills folder).完整的背包系统实现,支持物品添加、移除、拖放排序、格子容量管理等功能。
背包系统
├── 数据层 (Data Layer)
│ ├── InventoryItem - 单个物品数据
│ └── InventorySlot - 格子数据(包含物品引用和数量)
├── 逻辑层 (Business Layer)
│ └── InventoryComponent - CRUD操作、堆叠逻辑
└── UI层 (Presentation Layer)
├── InventoryUI - 背包主面板
└── InventorySlotUI - 单个格子UIInventoryItem、InventorySlot - 纯数据InventorySlotUI - 仅负责显示InventoryComponent - 处理所有业务逻辑# inventory_item.gd
class_name InventoryItem
extends Resource
## 物品唯一标识符
@export var id: StringName
## 物品显示名称
@export var item_name: String
## 物品描述
@export_multiline var description: String
## 最大堆叠数量
@export var max_stack: int = 99
## 物品图标
@export var icon: Texture2D
## 物品 Prefab(可选,用于拖放到场景)
@export var item_scene: PackedScene
## 物品稀有度
@export_enum("Common", "Uncommon", "Rare", "Epic", "Legendary") var rarity: int = 0
## 是否可以丢弃
@export var can_drop: bool = true
## 是否可以堆叠
@export var can_stack: bool = true
## 物品价值(用于商店)
@export var value: int = 1# inventory_slot.gd
class_name InventorySlot
extends RefCounted
## 格子索引
var index: int
## 格子中的物品
var item: InventoryItem
## 物品数量
var quantity: int = 0
## 格子是否为空
var is_empty: bool:
get: return item == null or quantity <= 0
func can_add(new_item: InventoryItem, amount: int = 1) -> bool:
if is_empty:
return true
if item.id == new_item.id and item.can_stack:
return quantity + amount <= item.max_stack
return false
func add(new_item: InventoryItem, amount: int = 1) -> bool:
if not can_add(new_item, amount):
return false
if is_empty:
item = new_item
quantity = amount
else:
quantity += amount
return true
func remove(amount: int = 1) -> bool:
if is_empty or quantity < amount:
return false
quantity -= amount
if quantity <= 0:
clear()
return true
func clear() -> void:
item = null
quantity = 0# inventory_component.gd
class_name InventoryComponent
extends Node
## 背包容量
@export var capacity: int = 20
## 信号:物品添加成功
signal item_added(slot_index: int, item: InventoryItem, quantity: int)
## 信号:物品移除成功
signal item_removed(slot_index: int, item: InventoryItem, quantity: int)
## 信号:背包满了
signal inventory_full(item: InventoryItem)
## 信号:格子数据变化
signal slot_changed(slot_index: int)
## 背包格子数组
var slots: Array[InventorySlot] = []
func _ready() -> void:
_initialize_slots()
func _initialize_slots() -> void:
for i in capacity:
var slot := InventorySlot.new()
slot.index = i
slots.append(slot)
## 添加物品到背包
func add_item(item: InventoryItem, quantity: int = 1) -> bool:
# 优先堆叠到已有物品
var target_slot := _find_stackable_slot(item)
if target_slot != null:
var old_qty := target_slot.quantity
target_slot.add(item, quantity)
slot_changed.emit(target_slot.index)
item_added.emit(target_slot.index, item, target_slot.quantity - old_qty)
return true
# 找空格子
var empty_slot := _find_empty_slot()
if empty_slot != null:
empty_slot.add(item, quantity)
slot_changed.emit(empty_slot.index)
item_added.emit(empty_slot.index, item, quantity)
return true
# 背包满了
inventory_full.emit(item)
return false
## 移除物品
func remove_item(slot_index: int, quantity: int = 1) -> bool:
if slot_index < 0 or slot_index >= slots.size():
return false
var slot: InventorySlot = slots[slot_index]
if slot.is_empty:
return false
var item := slot.item
if slot.remove(quantity):
slot_changed.emit(slot_index)
item_removed.emit(slot_index, item, quantity)
return true
return false
## 交换两个格子的物品
func swap_slots(index1: int, index2: int) -> void:
if index1 < 0 or index1 >= slots.size() or index2 < 0 or index2 >= slots.size():
return
var temp_item := slots[index1].item
var temp_qty := slots[index1].quantity
slots[index1].item = slots[index2].item
slots[index1].quantity = slots[index2].quantity
slots[index2].item = temp_item
slots[index2].quantity = temp_qty
slot_changed.emit(index1)
slot_changed.emit(index2)
## 移动物品到另一个背包
func move_to(target: InventoryComponent, slot_index: int, quantity: int = -1) -> bool:
if slot_index < 0 or slot_index >= slots.size():
return false
var slot: InventorySlot = slots[slot_index]
if slot.is_empty:
return false
var transfer_qty := quantity if quantity > 0 else slot.quantity
if target.add_item(slot.item, transfer_qty):
remove_item(slot_index, transfer_qty)
return true
return false
## 查找可堆叠的格子
func _find_stackable_slot(item: InventoryItem) -> InventorySlot:
if not item.can_stack:
return null
for slot in slots:
if not slot.is_empty and slot.item.id == item.id:
if slot.quantity + 1 <= slot.item.max_stack:
return slot
return null
## 查找空格子
func _find_empty_slot() -> InventorySlot:
for slot in slots:
if slot.is_empty:
return slot
return null
## 获取指定物品的数量
func get_item_count(item_id: StringName) -> int:
var total := 0
for slot in slots:
if not slot.is_empty and slot.item.id == item_id:
total += slot.quantity
return total
## 清空背包
func clear() -> void:
for slot in slots:
slot.clear()
slot_changed.emit(slot.index)
## 保存背包数据
func get_save_data() -> Dictionary:
var data := []
for slot in slots:
if not slot.is_empty:
data.append({
"index": slot.index,
"item_id": slot.item.id,
"quantity": slot.quantity
})
return {"slots": data, "capacity": capacity}
## 加载背包数据
func load_save_data(data: Dictionary) -> void:
clear()
if data.has("slots"):
for slot_data in data.slots:
var index: int = slot_data.index
var item_id: StringName = slot_data.item_id
var quantity: int = slot_data.quantity
# 查找物品数据(实际项目中从物品数据库获取)
var item := _get_item_by_id(item_id)
if item != null and index < slots.size():
slots[index].item = item
slots[index].quantity = quantity
slot_changed.emit(index)# inventory_slot_ui.gd
class_name InventorySlotUI
extends PanelContainer
## 信号:物品被拖走
signal item_drag_started(slot_index: int)
## 信号:物品放置到格子
signal item_dropped(slot_index: int, from_slot: int)
## 信号:右键点击
signal right_clicked(slot_index: int)
@export var slot_index: int = 0
@onready var icon_texture: TextureRect = %IconTexture
@onready var quantity_label: Label = %QuantityLabel
@onready var item_name_label: Label = %ItemNameLabel
var current_item: InventoryItem
var current_quantity: int = 0
var _is_dragging: bool = false
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_STOP
# 初始化为空白
_clear_display()
func set_slot_data(slot: InventorySlot) -> void:
if slot.is_empty:
_clear_display()
return
current_item = slot.item
current_quantity = slot.quantity
_update_display()
func _update_display() -> void:
if current_item == null:
_clear_display()
return
icon_texture.texture = current_item.icon
icon_texture.visible = true
if current_quantity > 1:
quantity_label.text = str(current_quantity)
quantity_label.visible = true
else:
quantity_label.visible = false
item_name_label.text = current_item.item_name
item_name_label.visible = true
func _clear_display() -> void:
current_item = null
current_quantity = 0
icon_texture.texture = null
icon_texture.visible = false
quantity_label.visible = false
item_name_label.visible = false
func _on_mouse_entered() -> void:
if current_item != null:
# 显示物品提示
pass
func _on_gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_on_left_click()
else:
_on_left_release()
elif event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
right_clicked.emit(slot_index)
func _on_left_click() -> void:
if current_item != null:
item_drag_started.emit(slot_index)
func _on_left_release() -> void:
pass# inventory_ui.gd
class_name InventoryUI
extends Control
@export var inventory_component: InventoryComponent
@export var slot_scene: PackedScene
@onready var grid_container: GridContainer = %GridContainer
@onready var title_label: Label = %TitleLabel
var slotuis: Array[InventorySlotUI] = []
var _dragged_slot_index: int = -1
var _drag_preview: Control
func _ready() -> void:
assert(inventory_component != null, "InventoryComponent未设置")
inventory_component.slot_changed.connect(_on_slot_changed)
inventory_component.inventory_full.connect(_on_inventory_full)
_create_slot_ui()
_refresh_all_slots()
func _create_slot_ui() -> void:
for i in inventory_component.capacity:
var slot_ui: InventorySlotUI = slot_scene.instantiate()
slot_ui.slot_index = i
slot_ui.item_drag_started.connect(_on_item_drag_started)
slot_ui.item_dropped.connect(_on_item_dropped)
slot_ui.right_clicked.connect(_on_slot_right_clicked)
grid_container.add_child(slot_ui)
slotuis.append(slot_ui)
func _refresh_all_slots() -> void:
for i in inventory_component.slots.size():
slotuis[i].set_slot_data(inventory_component.slots[i])
func _on_slot_changed(slot_index: int) -> void:
if slot_index < slotuis.size():
slotuis[slot_index].set_slot_data(inventory_component.slots[slot_index])
func _on_inventory_full(item: InventoryItem) -> void:
# 显示提示(例如:"背包已满")
print("背包已满,无法添加 ", item.item_name)
func _on_item_drag_started(slot_index: int) -> void:
_dragged_slot_index = slot_index
func _on_item_dropped(slot_index: int, from_slot: int) -> void:
if from_slot != slot_index:
inventory_component.swap_slots(from_slot, slot_index)
func _on_slot_right_clicked(slot_index: int) -> void:
var slot: InventorySlot = inventory_component.slots[slot_index]
if slot.is_empty:
return
# 丢弃物品或显示物品菜单
if slot.item.can_drop:
inventory_component.remove_item(slot_index, 1)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_inventory"):
visible = not visible
if visible:
_refresh_all_slots()# item_database.gd (Autoload)
extends Node
@export var items: Array[InventoryItem]
func _ready() -> void:
# 注册所有物品到全局数据库
pass
func get_item(id: StringName) -> InventoryItem:
for item in items:
if item.id == id:
return item
return null
func has_item(id: StringName) -> bool:
return get_item(id) != null# player.gd
extends CharacterBody2D
@export var inventory: InventoryComponent
func _ready() -> void:
# 给玩家一些初始物品
var sword := item_database.get_item("sword")
var potion := item_database.get_item("health_potion")
if sword:
inventory.add_item(sword, 1)
if potion:
inventory.add_item(potion, 5)© 925236118, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in addons/agent/skills/default_skills/godot-inventory-system of 925236118/AlphaAgent.
Open the folder on GitHubat commit ed0da30
Godot Inventory System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Inventory System this skill925236118/AlphaAgent | 103 | — | ~3.1k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 285 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT | |
| MCP DriverRandallLiuXin/GodotMaker | 550 | 1 repos | ~1.1k | Automated safety check: Pass | Custom licence |
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
925236118/AlphaAgent
Godot 4.x .tscn 场景文件纯文本格式规范与 AI 操作指南 — 文件结构、资源引用、 Transform 变换、属性值格式、信号连接,以及 AI 直接读写 .tscn 文件的操作方法。
925236118/AlphaAgent
Godot 4 Autoload单例模式最佳实践,包含全局管理、事件总线、信号通信. An agent skill from 925236118/AlphaAgent.
925236118/AlphaAgent
Godot 4 Buff系统完整实现,支持状态效果管理、持续时间、循环效果、层叠机制等。使用Resource+Component架构。
925236118/AlphaAgent
Godot 4 建造系统实现,包含GridMap方块管理、第一人称视角、射线交互. An agent skill from 925236118/AlphaAgent.
925236118/AlphaAgent
Godot 4 ECS实体组件系统模式,包含组件化设计、数据与逻辑分离、组件通信. An agent skill from 925236118/AlphaAgent.
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Godot 4背包系统完整实现,包括数据层、逻辑层和UI层设计。支持物品管理、拖放交互、格子满了处理等常见功能. An agent skill from 925236118/AlphaAgent. Godot Inventory System is an agent skill from 925236118/AlphaAgent.
Godot Inventory System fits situations like: tasks that involve Game development.
Run `npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a claude-code`. Or copy the skill folder (addons/agent/skills/default_skills/godot-inventory-system in 925236118/AlphaAgent) into .claude/skills/godot-inventory-system in your project. Claude Code loads it when a task matches its description.
Run `npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a codex`. Or copy the skill folder (addons/agent/skills/default_skills/godot-inventory-system in 925236118/AlphaAgent) into .agents/skills/godot-inventory-system in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 925236118/AlphaAgent --skill godot-inventory-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-inventory-system, .gemini/skills/godot-inventory-system, .github/skills/godot-inventory-system and .opencode/skills/godot-inventory-system in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Inventory System is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Godot Inventory System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.1k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Godot Inventory System: 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars), Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars) and AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
925236118 (a GitHub user) maintains it in 925236118/AlphaAgent, which has 103 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on October 8, 2026.
Source: 925236118/AlphaAgent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.