Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add 2233admin/design-pipeline --skill build-game-inventorygit clone --depth 1 https://github.com/2233admin/design-pipelineWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/2233admin/design-pipeline/build-game-inventory)<a href="https://agentmods.dev/skills/2233admin/design-pipeline/build-game-inventory"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-game-inventory/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/build-game-inventory"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-game-inventory.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00054 | $0.00313 |
| Opus 5 | $0.00027 | $0.00156 |
| Sonnet 5 | $0.00011 | $0.00063 |
| Haiku 4.5 | $0.00005 | $0.00031 |
Grade A, and why
build-game-inventory scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to build-game-inventory — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
Build Game Inventory
Use one typed, serializable item source of truth and make every transfer atomic.
Define the item contract
Model stable IDs, item definitions, ownership, stack limits, equipment compatibility, effects, rarity, presentation data, and migration version separately. Runtime UI must reference definitions by ID rather than duplicate stats or descriptions.
Implement transfers as transactions
For pickup, equip, unequip, swap, drag/drop, consume, and sell:
- Validate source ownership and destination legality.
- Compute the entire next inventory/equipment state.
- Commit once or reject without changing either side.
- Persist only after the committed state is valid.
Never remove an item before confirming a legal destination. Preserve item identity across a swap and prevent duplicate effect registration.
Build usable UI
Expose slot compatibility, equipped state, quantity, tooltip facts, and failure feedback. Support keyboard and touch alternatives to drag-only interactions. Keep focus behavior, dialogs, and tooltips accessible.
Test loss boundaries
Cover invalid destinations, full inventory, duplicate pickup, equip swap, mid-action swap, save/load, schema migration, reset/new game, tooltip updates, and repeated dispatch. Validate that total owned item identity is conserved except for explicit consumption or reward rules.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 32 lines · 54 tokens per session scan A 361fed9d4641
build-game-inventory is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 7d ago), licensed MIT. It adds 54 tokens to every session and 313 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-game-inventory, differing in 0 lines, and is treated as a copy.
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