Agent skill

Inventory System

by jame581 in jame581/GodotPrompter

A skill your agent uses when building inventory systems — Resource-based items, slot management, stacking, and UI binding

MITAuto-check passedGame Development

Install Inventory System

skills CLI
$ npx skills add jame581/GodotPrompter --skill inventory-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter inventory-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/inventory-system .claude/skills/inventory-system && rm -rf skills-src

Use ~/.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/

Facts

Skill name
inventory-system
GitHub stars
799
Token cost
~2k tokens
SKILL.md length
719 words
Files
5 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building inventory systems — Resource-based items, slot management, stacking, and UI binding

  • Works in 5 steps: Architecture Overview → The Decisions That Matter → Equipment Extension → …
  • Building inventory systems — Resource-based items
  • SKILL.md covers 1. Architecture Overview, 2. The Decisions That Matter, 3. Equipment Extension and 4. UI Binding, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Inventory System is an agent skill from jame581/GodotPrompter. Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/core-classes.md`, `references/equipment.md` and `references/serialization.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Building inventory systems — Resource-based items
  • Slot management

Example prompts

  • “/inventory-system”

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Architecture Overview
  2. The Decisions That Matter
  3. Equipment Extension
  4. UI Binding
  5. Serialization

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Inventory System loads about 2k tokens when it runs, and up to ~8.2k if it reads all its reference files. Until then it costs about 30 tokens; SKILL.md has 719 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~30
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.2k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 719 words, ~1,957 tokens.

Download SKILL.mdSave it as .claude/skills/inventory-system/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.
name
inventory-system
description
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding

Inventory Systems in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. This skill carries the decisions; the implementations live in references/ (GDScript first, then C#) — load the one you need.

Related skills: resource-pattern for custom Resource data containers, save-load for inventory serialization, event-bus for inventory change notifications, hud-system for inventory UI display, popochiu for adventure-game inventory.


1. Architecture Overview

┌─────────────────────────────────────────────────────────┐
│                        UI Layer                         │
│   InventoryUI (Control)                                 │
│     └─ GridContainer                                    │
│           └─ SlotUI × N (Button)                        │
│                 └─ TextureRect (icon) + Label (qty)     │
│                                                         │
│   Connects to: inventory_changed signal                 │
│   Drag-and-drop via _get_drag_data / _drop_data         │
└───────────────────────┬─────────────────────────────────┘
                        │ reads / mutates
┌───────────────────────▼─────────────────────────────────┐
│                    Inventory (Node)                      │
│   slots: Array[InventorySlot]                           │
│   add_item(item, qty) → leftover: int                   │
│   remove_item(item, qty)                                │
│   has_item(item, qty) → bool                            │
│   get_item_count(item) → int                            │
│                                                         │
│   signals: inventory_changed                            │
│             item_added(item, quantity)                  │
│             item_removed(item, quantity)                │
└───────────────────────┬─────────────────────────────────┘
                        │ references
┌───────────────────────▼─────────────────────────────────┐
│                   Data Layer (Resources)                 │
│   ItemData (Resource)                                   │
│     id, name, description, icon, max_stack_size,        │
│     item_type enum                                      │
│                                                         │
│   InventorySlot (inner class / Resource)                │
│     item: ItemData, quantity: int                       │
└─────────────────────────────────────────────────────────┘

2. The Decisions That Matter

Three choices shape every inventory. Make them explicitly and state which you picked — the rest is mechanical.

DecisionTakeWhy
Item identity: Resource vs. Dictionary / JSONResource in .tres@export slots accept typed items, the Inspector edits them, and shared instances compare by reference
Slot container: Resource vs. RefCountedRefCountedSlots are runtime state, not authored assets. A Resource invites saving slots to disk and reloading stale item copies
add_item return: bool vs. leftover countleftover intPartial adds are the common case (stack caps, full bag). A bool forces the caller to re-query what actually fit

If your game needs something else — a weight-based bag with no slots, a grid inventory with shaped items, an infinite stack list — say so before building. The fixed slot array this skill describes is the wrong skeleton for all three.

Non-obvious specifics
  • Fill existing stacks before empty slots — two passes, in that order. A single naive pass scatters one item type across several slots and reports the bag full while space remains.
  • Emit inventory_changed once per operation, after both passes complete — not once per slot touched. Per-slot emission re-renders the whole UI N times for one add_item.
  • Items compare by reference. Godot caches loaded resources, so load() on the same .tres returns the same instance and slot.item == item is correct and cheap. If you duplicate() items at runtime, that breaks — key off ItemData.id instead.
  • Clear item to null when quantity reaches 0, or is_empty() lies and the slot is never reusable.
  • Prevent stacking with data, not branches — set max_stack_size = 1 on EQUIPMENT and KEY_ITEM items rather than special-casing them in add_item.
  • C#: mark ItemData [GlobalClass] or the Inspector will not offer it as a type when creating .tres files.
Inventory API contract
MemberReturnsContract
add_item(item, quantity)intLeftover that did not fit; 0 means everything was added
remove_item(item, quantity)—Removes up to quantity; silent when fewer are held
has_item(item, quantity)boolConvenience over get_item_count
get_item_count(item)intSummed across every slot
inventory_changedsignalFired once per mutating operation — drives all UI
item_added(item, quantity)signalCarries the amount actually added
item_removed(item, quantity)signalCarries the amount actually removed

Full ItemData, Inventory, and InventorySlot implementations in GDScript and C#: references/core-classes.md


Show full SKILL.md (287 more words)Show less

3. Equipment Extension

Add equipment slots (HEAD, CHEST, WEAPON, etc.) by extending the Inventory class with a typed slot map. Stat aggregation runs by summing ItemData.stats across equipped items; signal equipment_changed when slots change.

See references/equipment.md for the full GDScript and C# Equipment class with EquipmentSlotType enum, equip / unequip API, and stat aggregation.


4. UI Binding

Slot-grid UI: a GridContainer of Panel slot widgets, each rendering one InventorySlot. Drag-and-drop uses _get_drag_data / _drop_data / _can_drop_data on the slot widget. The Inventory emits inventory_changed; the UI re-renders affected slots.

See references/ui-binding.md for the full GDScript and C# slot widget (drag/drop, hover preview), inventory grid layout, and tooltip wiring.


5. Serialization

Persist Inventory + Equipment as a Dictionary keyed by item resource path (since ItemData lives at res://items/<name>.tres). Reload by load(path) and reconstructing the slot list. Version field gates migration on load.

See references/serialization.md for the GDScript and C# save/load implementation with version field and ConfigFile / JSON variants.



Implementation Checklist

  • ItemData extends Resource with a stable id string set in the Inspector
  • ItemData files live under res://items/ and are committed to version control
  • Inventory.add_item() returns leftover count; callers handle a full inventory
  • inventory_changed signal drives all UI updates — UI never polls per-frame
  • InventorySlot.remove_from_stack() clears item to null when quantity reaches 0
  • Equipment slots keyed by SlotType enum, not by string, to catch typos at compile time
  • Equipment.get_total_stat() is called when stats are needed, not cached unless profiling demands it
  • Serialization stores id + quantity only — never full ItemData objects or resource paths
  • ItemRegistry loads items at startup; all deserialization goes through it
  • Drag-and-drop swaps slot contents directly then emits inventory_changed once
  • max_stack_size = 1 on EQUIPMENT and KEY_ITEM types to prevent stacking
  • All push_error() messages include the class name and method for easy tracing

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 4 other files (references) in skills/inventory-system of jame581/GodotPrompter.

  • SKILL.md
  • references/core-classes.md
  • references/equipment.md
  • references/serialization.md
  • references/ui-binding.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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.

Inventory System compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Inventory System this skilljame581/GodotPrompter799—~2kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration277—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Inventory System

What does Inventory System do?

A skill your agent uses when building inventory systems — Resource-based items, slot management, stacking, and UI binding. Inventory System is an agent skill from jame581/GodotPrompter.

When should I use Inventory System?

Inventory System fits situations like: building inventory systems — Resource-based items; slot management.

How do I install Inventory System in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill inventory-system -a claude-code`. Or copy the skill folder (skills/inventory-system in jame581/GodotPrompter) into .claude/skills/inventory-system in your project. Claude Code loads it when a task matches its description.

How do I install Inventory System in Codex?

Run `npx skills add jame581/GodotPrompter --skill inventory-system -a codex`. Or copy the skill folder (skills/inventory-system in jame581/GodotPrompter) into .agents/skills/inventory-system in your project. Codex loads it when a task matches its description.

Can I use Inventory System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill 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/inventory-system, .gemini/skills/inventory-system, .github/skills/inventory-system and .opencode/skills/inventory-system in your project.

What does Inventory System need to run?

SKILL.md names no scripts, command-line tools or credentials: Inventory System is instructions for the agent only.

Does Inventory System access the network?

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.

Is Inventory System safe to install?

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.

What licence does Inventory System use?

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.

How many tokens does Inventory System use?

About 2k tokens (SKILL.md is roughly 7.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.3k tokens, read only when the agent opens those files.

What are the alternatives to Inventory System?

Skills that share tags, products or a category with Inventory System: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Inventory System?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.