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 bullish0x/GameStudio --skill inventory-systemgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/bullish0x/gamestudio/inventory-system)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/inventory-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/inventory-system/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/bullish0x/gamestudio/inventory-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/inventory-system.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 | $0.00018 | $0.03678 |
| Opus 5 | $0.00009 | $0.01839 |
| Sonnet 5 | $0.00004 | $0.00736 |
| Haiku 4.5 | $0.00002 | $0.00368 |
Grade A, and why
inventory-system 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 7d 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.
How it starts
The opening of the file, as written. The whole thing — 616 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Inventory System
When to Use
Use this skill when:
- Managing player inventory
- Implementing item collection
- Creating equipment systems
- Building crafting systems
- Managing item stacking
- Implementing item drops
Core Principles
- Slot-Based: Fixed or dynamic inventory slots
- Stackable: Items can stack with limits
- Data-Driven: Item definitions in data
- Type-Safe: Strong typing for items
- Event-Driven: Item pickup/use events
- Serializable: Save/load inventory
Inventory System Implementation
1. Item Definitions
// items/ItemDefinition.ts
export enum ItemType {
Consumable = 'consumable',
Equipment = 'equipment',
Material = 'material',
Quest = 'quest',
}
export enum EquipmentSlot {
Head = 'head',
Chest = 'chest',
Legs = 'legs',
Weapon = 'weapon',
Shield = 'shield',
}
export interface ItemDefinition {
id: string;
name: string;
description: string;
type: ItemType;
maxStack: number;
icon?: string;
value?: number; // Sell price
weight?: number;
// Equipment
equipmentSlot?: EquipmentSlot;
armor?: number;
damage?: number;
// Consumable
healAmount?: number;
effectDuration?: number;
}
export class ItemDatabase {
private items = new Map<string, ItemDefinition>();
register(item: ItemDefinition): void {
this.items.set(item.id, item);
}
get(id: string): ItemDefinition | undefined {
return this.items.get(id);
}
getAll(): ItemDefinition[] {
return Array.from(this.items.values());
}
}
2. Inventory Components
// components/Inventory.ts
export interface InventorySlot {
itemId: string | null;
quantity: number;
}
export class Inventory {
slots: InventorySlot[];
maxSlots: number;
constructor(maxSlots: number = 20) {
this.maxSlots = maxSlots;
this.slots = Array.from({ length: maxSlots }, () => ({
itemId: null,
quantity: 0,
}));
}
addItem(itemId: string, quantity: number = 1, itemDb: ItemDatabase): boolean {
const itemDef = itemDb.get(itemId);
if (!itemDef) return false;
let remaining = quantity;
// Try to stack with existing items
if (itemDef.maxStack > 1) {
for (const slot of this.slots) {
if (slot.itemId === itemId && slot.quantity < itemDef.maxStack) {
const canAdd = Math.min(remaining, itemDef.maxStack - slot.quantity);
slot.quantity += canAdd;
remaining -= canAdd;
if (remaining === 0) return true;
}
}
}
// Add to empty slots
while (remaining > 0) {
const emptySlot = this.slots.find((s) => s.itemId === null);
if (!emptySlot) return false; // Inventory full
const addAmount = Math.min(remaining, itemDef.maxStack);
emptySlot.itemId = itemId;
emptySlot.quantity = addAmount;
remaining -= addAmount;
}
return true;
}
removeItem(itemId: string, quantity: number = 1): boolean {
let remaining = quantity;
for (const slot of this.slots) {
if (slot.itemId === itemId) {
const removeAmount = Math.min(remaining, slot.quantity);
slot.quantity -= removeAmount;
remaining -= removeAmount;
if (slot.quantity === 0) {
slot.itemId = null;
}
if (remaining === 0) return true;
}
}
return remaining === 0;
}
hasItem(itemId: string, quantity: number = 1): boolean {
let count = 0;
for (const slot of this.slots) {
if (slot.itemId === itemId) {
count += slot.quantity;
}
}
return count >= quantity;
}
getItemCount(itemId: string): number {
let count = 0;
for (const slot of this.slots) {
if (slot.itemId === itemId) {
count += slot.quantity;
}
}
return count;
}
isFull(): boolean {
return this.slots.every((slot) => slot.itemId !== null);
}
isEmpty(): boolean {
return this.slots.every((slot) => slot.itemId === null);
}
clear(): void {
for (const slot of this.slots) {
slot.itemId = null;
slot.quantity = 0;
}
}
getFilledSlots(): InventorySlot[] {
return this.slots.filter((slot) => slot.itemId !== null);
}
}
// components/Equipment.ts
export class Equipment {
slots = new Map<EquipmentSlot, string | null>();
constructor() {
// Initialize all equipment slots
for (const slot of Object.values(EquipmentSlot)) {
this.slots.set(slot, null);
}
}
equip(slot: EquipmentSlot, itemId: string): string | null {
const previous = this.slots.get(slot) ?? null;
this.slots.set(slot, itemId);
return previous; // Return unequipped item
}
unequip(slot: EquipmentSlot): string | null {
const itemId = this.slots.get(slot) ?? null;
this.slots.set(slot, null);
return itemId;
}
getEquipped(slot: EquipmentSlot): string | null {
return this.slots.get(slot) ?? null;
}
isEquipped(itemId: string): boolean {
return Array.from(this.slots.values()).includes(itemId);
}
getTotalArmor(itemDb: ItemDatabase): number {
let total = 0;
for (const itemId of this.slots.values()) {
if (itemId) {
const item = itemDb.get(itemId);
if (item?.armor) {
total += item.armor;
}
}
}
return total;
}
getTotalDamage(itemDb: ItemDatabase): number {
let total = 0;
for (const itemId of this.slots.values()) {
if (itemId) {
const item = itemDb.get(itemId);
if (item?.damage) {
total += item.damage;
}
}
}
return total;
}
}
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.
- 7d ago First seen · 616 lines · 18 tokens per session scan A 1251994873a2
inventory-system is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 18 tokens to every session and 3,678 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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