Agent skill

Godot Inventory System

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI.

LGPL-3.0Auto-check passedGame Development

Install Godot Inventory System

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-inventory-system -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-inventory-system .claude/skills/godot-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
godot-inventory-system
GitHub stars
821
Token cost
~2.6k tokens
SKILL.md length
730 words
Files
23 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI.

  • Works in 3 steps: inventory_item_resource.gd — item… → inventory_data_resource.gd — two-pass… → inventory_ui_controller.gd — reactive UI…
  • Building RPG inventories
  • SKILL.md covers Scenario triggers (which…, MANDATORY reads, NEVER Do in Inventory Systems and Decision trees, plus 2 more sections
  • Survival item management

What it does

Godot Inventory System is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 24 other files, including scripts and reference files (for example `references/best-practices.md`, `references/core-architecture.md` and `references/crafting-integration.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Building RPG inventories
  • Survival item management

Example prompts

  • “/godot-inventory-system”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. inventory_item_resource.gd — item blueprint
  2. inventory_data_resource.gd — two-pass stack + weight validation
  3. inventory_ui_controller.gd — reactive UI that reuses slot controls

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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

    Ships 8 files in scripts/, which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    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

Godot Inventory System loads about 2.6k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 89 tokens; SKILL.md has 730 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~89
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.5k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 730 words, ~2,559 tokens.

Download SKILL.mdSave it as .claude/skills/godot-inventory-system/SKILL.md (or your agent's skills folder). This skill also uses 22 other files; get the full folder from GitHub.
name
godot-inventory-system
description
Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.

Scenario triggers (which script?)

ScenarioOpen
Slot bag (WoW-style stacks)inventory_data_resource.gd + item_slot_data.gd + inventory_ui_controller.gd
Tetris grid (Diablo/RE footprint)grid_inventory_logic.gd / inventory_grid.gd
EquipmentItem Resources + RPG stats complement; drag via drag_and_drop_slot.gd
Loot tableloot_table_resource.gd + item_pickup_node.gd
Persistinventory_persistence.gd (ids + amounts, not nested Resources)
Consumablesconsumable_item_logic.gd
DB lookupitem_database_loader.gd

MANDATORY reads

  1. inventory_item_resource.gd — item blueprint
  2. inventory_data_resource.gd — two-pass stack + weight validation
  3. inventory_ui_controller.gd — reactive UI that reuses slot controls

NEVER Do in Inventory Systems

  • NEVER use Nodes for items — Item extends Resource.
  • NEVER add without stack/weight pre-checks — validate capacity first.
  • NEVER let UI mutate inventory arrays silently — data owns mutations; UI listens.
  • NEVER use float for quantities — int stacks.
  • NEVER emit per-item signals in a batch — one inventory_updated after the loop.
  • NEVER hardcode item references — String/StringName ids + database.
  • NEVER queue_free + recreate all slots every refresh — reuse slot widgets (see UI controller).
  • NEVER allocate new Resources inside _process.
  • NEVER mutate a shared item blueprint at runtime — use duplicate(true) on stack/slot instances so one pickup cannot corrupt every copy of that .tres.
  • NEVER access .icon on a null slot item — guard with is_instance_valid() before drawing UI.

Decision trees

Add item
  1. Weight/volume OK?
  2. Pass 1: fill partial stacks
  3. Pass 2: empty slots / grid footprint
  4. Return overflow count; single UI signal
UI
  • Bind once to inventory_updated
  • Update existing slot nodes; create only when slot count grows
Save

Deep recipes (on demand)

Reference

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.

Official Documentation
  • Resources — Items, slots, and inventories should be Resource data (not Nodes) so stacks stay lightweight and shareable as .tres databases.
  • Resource — Use duplicate(true) for runtime stack/slot instances so mutating quantity never corrupts the shared item blueprint.
  • GDScript exports — @export / @export_group power Inspector-authored ids, icons, max_stack, weight, and loot weights on item Resources.
  • Using signals — Emit inventory_changed / slot signals so UI reflects data; never let slot widgets mutate arrays silently.
  • Scene organization — Keep “signals up, calls down”: UI listens; inventory Resources/managers own add/remove/stack logic.
  • GUI containers — GridContainer / container sizing is the baseline for slot grids before custom Tetris footprints.
  • Control — Native _get_drag_data / _can_drop_data / _drop_data and set_drag_preview implement inventory drag-swap without a custom input stack.
  • Custom GUI controls — Pattern for building slot Controls that draw icons/counts and participate in drag-and-drop.
  • Saving games — Persist slot ids + amounts (not full recursive Resources) with the rest of player save data.
  • ResourceLoader — Resolve item blueprints by resource_path / id at load time instead of embedding textures in every save blob.
  • JSON — Compact inventory dictionaries (path/id + amount) for FileAccess save files without bloating nested Resource graphs.
  • Random number generation — Weighted loot rolls and chest contents need seeded RNG patterns, not ad-hoc randf() sprinkled in UI code.
Show full SKILL.md (242 more words)Show less
Prerequisites
  • godot-resource-data-patterns — Inventory is Resource-first (items, slots, loot tables); learn composition/serialization patterns before inventing Node-based item trees.
  • godot-signal-architecture — Batch-safe inventory_updated / slot signals keep reactive UI in sync without per-item spam or ghost connections.
  • godot-gdscript-mastery — Typed Resources, Array/Dictionary slot maps, and int stack math assume solid GDScript patterns.
  • godot-ui-containers — Slot grids, equipment panels, and responsive inventory windows build on container layout before drag-drop polish.
Complements
  • godot-save-load-systems — Inventory persistence must round-trip through the project save schema (ids + counts, migration-safe).
  • godot-rpg-stats — Equipment bonuses, encumbrance, and consumable effects need a consistent stats/modifier layer.
  • godot-economy-system — Shops, buy/sell, and rarity-weighted loot tables consume the same item Resources and stack rules.
  • godot-ability-system — Consumable scrolls, skill books, and gear that grants abilities bridge inventory grants into AbilityManager registration.
  • godot-combat-system — Weapons/armor equipped from inventory feed damage and hit pipelines; keep DamageData separate from item metadata.
  • godot-ui-theming — Rarity colors, slot styles, and drag previews should live in Theme resources, not hardcoded slot scripts.
Downstream / consumers
  • godot-monte-carlo-balancer — After stack sizes, weights, drop rates, and shop prices are data-driven, Monte Carlo sims prove economy/loot bands before shipping curves.
  • godot-genre-action-rpg — Action-RPG bags, equipment screens, and loot loops assemble this skill with combat, stats, and quests.
  • godot-genre-survival — Weight limits, consumables, and scarce loot are core survival inventory constraints.
  • godot-quest-system — Fetch/collect quests query has_item and grant rewards through the same inventory add/remove APIs.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

© thedivergentai, LGPL-3.0. 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 22 other files (scripts, references) in skills/godot-inventory-system of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/best-practices.md
  • references/core-architecture.md
  • references/crafting-integration.md
  • references/elite-technical-patterns.md
  • references/equipment-system.md
  • references/inventory-manager.md
  • references/inventory-slot.md
  • references/migration-notes.md
  • references/save-load.md
  • references/ui-integration.md
  • scripts/consumable_item_logic.gd
  • scripts/drag_and_drop_slot.gd
  • scripts/grid_inventory_logic.gd
  • scripts/inventory_data_resource.gd
  • scripts/inventory_grid.gd
  • scripts/inventory_item_resource.gd
  • scripts/inventory_persistence.gd
  • scripts/inventory_ui_controller.gd
  • … and 4 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

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.

Godot Inventory System compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Inventory System this skillthedivergentai/GD-Agentic-Skills821—~2.6kAutomated safety check: PassLGPL-3.0
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-integration285—~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 Godot Inventory System

What does Godot Inventory System do?

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Godot Inventory System is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI.

When should I use Godot Inventory System?

Godot Inventory System fits situations like: building RPG inventories; survival item management.

How do I install Godot Inventory System in Claude Code?

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

How do I install Godot Inventory System in Codex?

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

Can I use Godot 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 thedivergentai/GD-Agentic-Skills --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.

What does Godot Inventory System need to run?

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

Does Godot Inventory System access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Inventory System use?

Godot Inventory System is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Inventory System use?

About 2.6k tokens (SKILL.md is roughly 10k 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 2.9k tokens, read only when the agent opens those files.

What are the alternatives to Godot Inventory System?

Skills that share tags, products or a category with Godot 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, 285 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 Godot Inventory System?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.