/inventory-system
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
$ npx -y skills add jame581/GodotPrompter --skill inventory-system --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/inventory-system
Context preview
The summary Claude sees to decide when to auto-load this skill.
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
SKILL.md
inventory-system.SKILL.mdname: 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. GDScript is shown first, then C#.
> **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. ItemData Resource
Define items as Resources so they live in `.tres` files, are shareable across scenes, and benefit from full editor integration.
GDScript
# item_data.gd
class_name ItemData
extends Resource
enum ItemType {
CONSUMABLE,
EQUIPMENT,
MATERIAL,
KEY_ITEM,
}
@export var id: String = ""
@export var name: String = ""
@export var description: String = ""
@export var icon: Texture2D
@export var max_stack_size: int = 99
@export var item_type: ItemType = ItemType.MATERIALCreate item assets: **res://items/potion_health.tres**, set `id = "potion_health"`, etc.
C#
// ItemData.cs
using Godot;
[GlobalClass]
public partial class ItemData : Resource
{
public enum ItemType
{
Consumable,
Equipment,
Material,
KeyItem,
}
[Export] public string Id { get; set; } = "";
[Export] public string Name { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public Texture2D Icon { get; set; }
[Export] public int MaxStackSize { get; set; } = 99;
[Export] public ItemType Type { get; set; } = ItemType.Material;
}> Use `[GlobalClass]` so the Inspector dropdown shows `ItemData` as a resource type when creating `.tres` files.
---
3. Inventory Class
GDScript
# inventory.gd
class_name Inventory
extends Node
signal inventory_changed
signal item_added(item: ItemData, quantity: int)
signal item_removed(item: ItemData, quantity: int)
@export var capacity: int = 20
var slots: Array[InventorySlot] = []
func _ready() -> void:
slots.resize(capacity)
for i in capacity:
slots[i] = InventorySlot.new()
# Returns the number of items that could NOT be added (leftover).
func add_item(item: ItemData, quantity: int = 1) -> int:
var remaining := quantity
# Fill existing stacks first
for slot in slots:
if remaining <= 0:
break
if not slot.is_empty() and slot.item == item:
remaining = slot.add_to_stack(remaining)
# Open empty slots next
for slot in slots:
if remaining <= 0:
break
if slot.is_empty():
slot.item = item
remaining = slot.add_to_stack(remaining)
var added := quantity - remaining
if added > 0:
item_added.emit(item, added)
inventory_changed.emit()
return remaining
func remove_item(item: ItemData, quantity: int = 1) -> void:
var remaining := quantity
for slot in slots:
if remaining <= 0:
break
if not slot.is_empty() and slot.item == item:
var removed := mini(slot.quantity, remaining)
slot.remove_from_stack(removed)
remaining -= removed
var actually_removed := quantity - remaining
if actually_removed > 0:
item_removed.emit(item, actually_removed)
inventory_changed.emit()
func has_item(item: ItemData, quantity: int = 1) -> bool:
return get_item_count(item) >= quantity
func get_item_count(item: ItemData) -> int:
var total := 0
for slot in slots:
if not slot.is_empty() and slot.item == item:
total += slot.quantity
return totalC#
// Inventory.cs
using Godot;
using Godot.Collections;
public partial class Inventory : Node
{
[Signal] public delegate void InventoryChangedEventHandler();
[Signal] public delegate voidRead more
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. GDScript is shown first, then C#.
> **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. ItemData Resource
Define items as Resources so they live in `.tres` files, are shareable across scenes, and benefit from full editor integration.
GDScript
# item_data.gd
class_name ItemData
extends Resource
enum ItemType {
CONSUMABLE,
EQUIPMENT,
MATERIAL,
KEY_ITEM,
}
@export var id: String = ""
@export var name: String = ""
@export var description: String = ""
@export var icon: Texture2D
@export var max_stack_size: int = 99
@export var item_type: ItemType = ItemType.MATERIALCreate item assets: **res://items/potion_health.tres**, set `id = "potion_health"`, etc.
C#
// ItemData.cs
using Godot;
[GlobalClass]
public partial class ItemData : Resource
{
public enum ItemType
{
Consumable,
Equipment,
Material,
KeyItem,
}
[Export] public string Id { get; set; } = "";
[Export] public string Name { get; set; } = "";
[Export] public string Description { get; set; } = "";
[Export] public Texture2D Icon { get; set; }
[Export] public int MaxStackSize { get; set; } = 99;
[Export] public ItemType Type { get; set; } = ItemType.Material;
}> Use `[GlobalClass]` so the Inspector dropdown shows `ItemData` as a resource type when creating `.tres` files.
---
3. Inventory Class
GDScript
# inventory.gd
class_name Inventory
extends Node
signal inventory_changed
signal item_added(item: ItemData, quantity: int)
signal item_removed(item: ItemData, quantity: int)
@export var capacity: int = 20
var slots: Array[InventorySlot] = []
func _ready() -> void:
slots.resize(capacity)
for i in capacity:
slots[i] = InventorySlot.new()
# Returns the number of items that could NOT be added (leftover).
func add_item(item: ItemData, quantity: int = 1) -> int:
var remaining := quantity
# Fill existing stacks first
for slot in slots:
if remaining <= 0:
break
if not slot.is_empty() and slot.item == item:
remaining = slot.add_to_stack(remaining)
# Open empty slots next
for slot in slots:
if remaining <= 0:
break
if slot.is_empty():
slot.item = item
remaining = slot.add_to_stack(remaining)
var added := quantity - remaining
if added > 0:
item_added.emit(item, added)
inventory_changed.emit()
return remaining
func remove_item(item: ItemData, quantity: int = 1) -> void:
var remaining := quantity
for slot in slots:
if remaining <= 0:
break
if not slot.is_empty() and slot.item == item:
var removed := mini(slot.quantity, remaining)
slot.remove_from_stack(removed)
remaining -= removed
var actually_removed := quantity - remaining
if actually_removed > 0:
item_removed.emit(item, actually_removed)
inventory_changed.emit()
func has_item(item: ItemData, quantity: int = 1) -> bool:
return get_item_count(item) >= quantity
func get_item_count(item: ItemData) -> int:
var total := 0
for slot in slots:
if not slot.is_empty() and slot.item == item:
total += slot.quantity
return totalC#
// Inventory.cs
using Godot;
using Godot.Collections;
public partial class Inventory : Node
{
[Signal] public delegate void InventoryChangedEventHandler();
[Signal] public delegate voidAgentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
Other skills on godot-prompter.
- /authoring-godot-prompter-skills
Use when writing or editing a SKILL.md or an agent definition in this repo — required frontmatter, section ordering, and the GDScript-then-C# example convention.
Open skill - /releasing-godot-prompter
Use when cutting a GodotPrompter release or bumping its version — the version-bump sequence, tag-triggered workflow, and the marketplace manifests that must follow.
Open skill - /2d-essentials
Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes in Godot 4.3+
Open skill - /3d-essentials
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+
Open skill - /ability-system
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
Open skill - /addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels
Open skill

