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.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-inventory-system
Resource-first slots, stacking, weight, equipment, and loot — scripts are source of truth (no duplicated Inventory/Equipment/Crafting dumps in this body).
| Scenario | Open |
|---|---|
| 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 |
| Equipment | Item Resources + RPG stats complement; drag via drag_and_drop_slot.gd |
| Loot table | loot_table_resource.gd + item_pickup_node.gd |
| Persist | inventory_persistence.gd (ids + amounts, not nested Resources) |
| Consumables | consumable_item_logic.gd |
| DB lookup | item_database_loader.gd |
Item extends Resource.float for quantities — int stacks.inventory_updated after the loop.queue_free + recreate all slots every refresh — reuse slot widgets (see UI controller)._process.duplicate(true) on stack/slot instances so one pickup cannot corrupt every copy of that .tres..icon on a null slot item — guard with is_instance_valid() before drawing UI.inventory_updateditem_id / resource_path + amount only — inventory_persistence.gd| Topic | Reference / script |
|-------|-------------------|
| Resource item model | core-architecture.md + inventory_item_resource.gd |
| Two-pass stack add | inventory-manager.md + inventory_data_resource.gd |
| Tetris grid footprint | elite-technical-patterns.md + grid_inventory_logic.gd |
| Equipment & crafting | equipment-system.md / crafting-integration.md |
| Reactive UI & save ids | ui-integration.md + inventory_persistence.gd |
> 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.
Resource data (not Nodes) so stacks stay lightweight and shareable as .tres databases.duplicate(true) for runtime stack/slot instances so mutating quantity never corrupts the shared item blueprint.@export / @export_group power Inspector-authored ids, icons, max_stack, weight, and loot weights on item Resources.inventory_changed / slot signals so UI reflects data; never let slot widgets mutate arrays silently.GridContainer / container sizing is the baseline for slot grids before custom Tetris footprints._get_drag_data / _can_drop_data / _drop_data and set_drag_preview implement inventory drag-swap without a custom input stack.Controls that draw icons/counts and participate in drag-and-drop.resource_path / id at load time instead of embedding textures in every save blob.path/id + amount) for FileAccess save files without bloating nested Resource graphs.randf() sprinkled in UI code.inventory_updated / slot signals keep reactive UI in sync without per-item spam or ghost connections.has_item and grant rewards through the same inventory add/remove APIs.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
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Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-inventory-system from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.