inventory-system

inventory-system is a skill for Claude Code from bullish0x/GameStudio. It costs 18 tokens per session (3,678 once invoked), scanned A, original, MIT.

A game inventory system for collecting, stacking, equipping, using, crafting, and saving items, with an inventory interface.

In plain words
What is it for?
Use it for item definitions, equipment slots, consumables, item drops, stack limits, item values, and save/load support.
Why use it?
It provides one place to manage item rules and player possessions instead of handling each item interaction separately.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for item definitions, equipment slots, consumables, item drops, stack limits, item values, and save/load support.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/inventory-system
Install

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.

Any agent
npx skills add bullish0x/GameStudio --skill inventory-system
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote 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.

agentmods badge for inventory-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/inventory-system/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/inventory-system)
Your own site
<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.

agentmods 80×15 button for inventory-system

Your own site · 80×15
<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>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,678 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 7d ago against content hash 1251994873a2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

.agents/skills/inventory-system/SKILL.md · 616 lines

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

  1. Slot-Based: Fixed or dynamic inventory slots
  2. Stackable: Items can stack with limits
  3. Data-Driven: Item definitions in data
  4. Type-Safe: Strong typing for items
  5. Event-Driven: Item pickup/use events
  6. 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;
  }
}

Read the full file on GitHub · 616 lines

Changes

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.

  1. 7d ago First seen · 616 lines · 18 tokens per session scan A 1251994873a2

Subscribe to this mod's changes

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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