Skip to content
Back to skills

Inventory Economy

ASecurity

Use when carried items, stacks, unique slots, weight, pages, hotbars, pickup overflow, or discard behavior creates lost items, duplicate ownership, unclear capacity, or unusable inventory pressure.

  • 11 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 23, 2026
ai-agentsgo

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill inventory-economy --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Inventory Economy?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Inventory Economy
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jammyfu-inventory-economy/badge)](https://www.skillsdirectory.com/skills/jammyfu-inventory-economy)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: inventory-economy
description: Use when carried items, stacks, unique slots, weight, pages, hotbars, pickup overflow, or discard behavior creates lost items, duplicate ownership, unclear capacity, or unusable inventory pressure.
---

# Inventory Economy

This skill owns **inventory identity, capacity, stacking, containment, overflow and transfer rules**. `equipment-progression` owns item growth; `durability-economy` owns wear; `currency-dual` owns wallets.

## Modes

| Mode | Capacity model |
|---|---|
| stack-tabs | categories plus stack limits |
| unique-slots | one instance per occupied slot |
| weight | capacity derived from authored weight rules |
| page-grid | page/cell capacity and placement |

Capacity pressure is project data. A game may use meaningful scarcity, generous storage, auto-stash, unlimited quest inventory, or no discard at all. Do not force every full bag to become a dramatic choice.

## Identity and transactions

Every item instance or stack has a stable ID/type identity and explicit quantity. Pickup, split, merge, move, equip, drop, discard and stash are transactions: either the source/destination state commits consistently or the operation fails without duplicating/losing items.

Publish stack-key rules, capacity calculation, reserved/quest-item policy and transfer ownership. Repeated pickup callbacks use a stable pickup/transaction ID when duplication is possible.

Overflow behavior is explicit: reject, leave in world, partial pickup, overflow queue, mail/stash, replace prompt, or another project-defined policy. Never silently delete the excess.

Hotbar/quick access is an input/UI policy layered on inventory. Its size and device mapping come from `input-design` and UI constraints, not a universal finger-count formula.

## Acceptance

Test pickup at exact capacity, one-over capacity, stack merge/split, duplicate callback, move/equip interruption, save/reload and project-specific overflow. Item totals and stable identities remain explainable before and after every transaction. A full bag screenshot is not inventory evidence.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

View all in ai-agents →

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.