inventory-system
Use when building inventory systems — Resource-based items, slot management, stacking, and UI binding
How do I install this agent skill?
npx skills add https://github.com/jame581/godotprompter --skill inventory-systemIs this agent skill safe to install?
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This skill provides architecture and code templates for building inventory systems in Godot 4.3+. It includes resource-based item data, slot management, equipment extensions, and serialization patterns using GDScript and C#. The provided code follows engine best practices and contains no security risks.
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- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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.
| Decision | Take | Why |
|---|---|---|
Item identity: Resource vs. Dictionary / JSON | Resource in .tres | @export slots accept typed items, the Inspector edits them, and shared instances compare by reference |
Slot container: Resource vs. RefCounted | RefCounted | Slots are runtime state, not authored assets. A Resource invites saving slots to disk and reloading stale item copies |
add_item return: bool vs. leftover count | leftover int | Partial 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_changedonce per operation, after both passes complete — not once per slot touched. Per-slot emission re-renders the whole UI N times for oneadd_item. - Items compare by reference. Godot caches loaded resources, so
load()on the same.tresreturns the same instance andslot.item == itemis correct and cheap. If youduplicate()items at runtime, that breaks — key offItemData.idinstead. - Clear
itemtonullwhen quantity reaches 0, oris_empty()lies and the slot is never reusable. - Prevent stacking with data, not branches — set
max_stack_size = 1onEQUIPMENTandKEY_ITEMitems rather than special-casing them inadd_item. - C#: mark
ItemData[GlobalClass]or the Inspector will not offer it as a type when creating.tresfiles.
Inventory API contract
| Member | Returns | Contract |
|---|---|---|
add_item(item, quantity) | int | Leftover 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) | bool | Convenience over get_item_count |
get_item_count(item) | int | Summed across every slot |
inventory_changed | signal | Fired once per mutating operation — drives all UI |
item_added(item, quantity) | signal | Carries the amount actually added |
item_removed(item, quantity) | signal | Carries the amount actually removed |
Full
ItemData,Inventory, andInventorySlotimplementations in GDScript and C#: references/core-classes.md
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#
Equipmentclass withEquipmentSlotTypeenum, 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
versionfield and ConfigFile / JSON variants.
Implementation Checklist
-
ItemDataextendsResourcewith a stableidstring set in the Inspector -
ItemDatafiles live underres://items/and are committed to version control -
Inventory.add_item()returns leftover count; callers handle a full inventory -
inventory_changedsignal drives all UI updates — UI never polls per-frame -
InventorySlot.remove_from_stack()clearsitemtonullwhen quantity reaches 0 - Equipment slots keyed by
SlotTypeenum, 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 + quantityonly — never fullItemDataobjects or resource paths -
ItemRegistryloads items at startup; all deserialization goes through it - Drag-and-drop swaps slot contents directly then emits
inventory_changedonce -
max_stack_size = 1onEQUIPMENTandKEY_ITEMtypes to prevent stacking - All
push_error()messages include the class name and method for easy tracing
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/jame581/godotprompter/inventory-system">View inventory-system on skillZs</a>