Scenario triggers (which script?)
| Scenario |
Open |
| Slot bag (WoW-style stacks) |
inventory_data_resource.gd + item_slot_data.gd + inventory_ui_controller.gd |
| Tetris grid (Diablo/RE footprint) |
grid_inventory_logic.gd / inventory_grid.gd |
| Equipment |
Item Resources + RPG stats complement; drag via drag_and_drop_slot.gd |
| Loot table |
loot_table_resource.gd + item_pickup_node.gd |
| Persist |
inventory_persistence.gd (ids + amounts, not nested Resources) |
| Consumables |
consumable_item_logic.gd |
| DB lookup |
item_database_loader.gd |
MANDATORY reads
- inventory_item_resource.gd — item blueprint
- inventory_data_resource.gd — two-pass stack + weight validation
- inventory_ui_controller.gd — reactive UI that reuses slot controls
NEVER Do in Inventory Systems
- NEVER use Nodes for items —
Item extends Resource.
- NEVER add without stack/weight pre-checks — validate capacity first.
- NEVER let UI mutate inventory arrays silently — data owns mutations; UI listens.
- NEVER use
float for quantities — int stacks.
- NEVER emit per-item signals in a batch — one
inventory_updated after the loop.
- NEVER hardcode item references — String/StringName ids + database.
- NEVER
queue_free + recreate all slots every refresh — reuse slot widgets (see UI controller).
- NEVER allocate new Resources inside
_process.
- NEVER mutate a shared item blueprint at runtime — use
duplicate(true) on stack/slot instances so one pickup cannot corrupt every copy of that .tres.
- NEVER access
.icon on a null slot item — guard with is_instance_valid() before drawing UI.
Decision trees
Add item
- Weight/volume OK?
- Pass 1: fill partial stacks
- Pass 2: empty slots / grid footprint
- Return overflow count; single UI signal
UI
- Bind once to
inventory_updated
- Update existing slot nodes; create only when slot count grows
Save
- Serialize
item_id / resource_path + amount only — inventory_persistence.gd
Deep recipes (on demand)
| Topic |
Reference / script |
| Resource item model |
core-architecture.md + inventory_item_resource.gd |
| Two-pass stack add |
inventory-manager.md + inventory_data_resource.gd |
| Tetris grid footprint |
elite-technical-patterns.md + grid_inventory_logic.gd |
| Equipment & crafting |
equipment-system.md / crafting-integration.md |
| Reactive UI & save ids |
ui-integration.md + inventory_persistence.gd |
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- Resources — Items, slots, and inventories should be
Resource data (not Nodes) so stacks stay lightweight and shareable as .tres databases.
- Resource — Use
duplicate(true) for runtime stack/slot instances so mutating quantity never corrupts the shared item blueprint.
- GDScript exports —
@export / @export_group power Inspector-authored ids, icons, max_stack, weight, and loot weights on item Resources.
- Using signals — Emit
inventory_changed / slot signals so UI reflects data; never let slot widgets mutate arrays silently.
- Scene organization — Keep “signals up, calls down”: UI listens; inventory Resources/managers own add/remove/stack logic.
- GUI containers —
GridContainer / container sizing is the baseline for slot grids before custom Tetris footprints.
- Control — Native
_get_drag_data / _can_drop_data / _drop_data and set_drag_preview implement inventory drag-swap without a custom input stack.
- Custom GUI controls — Pattern for building slot
Controls that draw icons/counts and participate in drag-and-drop.
- Saving games — Persist slot ids + amounts (not full recursive Resources) with the rest of player save data.
- ResourceLoader — Resolve item blueprints by
resource_path / id at load time instead of embedding textures in every save blob.
- JSON — Compact inventory dictionaries (
path/id + amount) for FileAccess save files without bloating nested Resource graphs.
- Random number generation — Weighted loot rolls and chest contents need seeded RNG patterns, not ad-hoc
randf() sprinkled in UI code.
Related Skills
Prerequisites
- godot-resource-data-patterns — Inventory is Resource-first (items, slots, loot tables); learn composition/serialization patterns before inventing Node-based item trees.
- godot-signal-architecture — Batch-safe
inventory_updated / slot signals keep reactive UI in sync without per-item spam or ghost connections.
- godot-gdscript-mastery — Typed Resources, Array/Dictionary slot maps, and int stack math assume solid GDScript patterns.
- godot-ui-containers — Slot grids, equipment panels, and responsive inventory windows build on container layout before drag-drop polish.
Complements
- godot-save-load-systems — Inventory persistence must round-trip through the project save schema (ids + counts, migration-safe).
- godot-rpg-stats — Equipment bonuses, encumbrance, and consumable effects need a consistent stats/modifier layer.
- godot-economy-system — Shops, buy/sell, and rarity-weighted loot tables consume the same item Resources and stack rules.
- godot-ability-system — Consumable scrolls, skill books, and gear that grants abilities bridge inventory grants into AbilityManager registration.
- godot-combat-system — Weapons/armor equipped from inventory feed damage and hit pipelines; keep DamageData separate from item metadata.
- godot-ui-theming — Rarity colors, slot styles, and drag previews should live in Theme resources, not hardcoded slot scripts.
Downstream / consumers
- godot-monte-carlo-balancer — After stack sizes, weights, drop rates, and shop prices are data-driven, Monte Carlo sims prove economy/loot bands before shipping curves.
- godot-genre-action-rpg — Action-RPG bags, equipment screens, and loot loops assemble this skill with combat, stats, and quests.
- godot-genre-survival — Weight limits, consumables, and scarce loot are core survival inventory constraints.
- godot-quest-system — Fetch/collect quests query
has_item and grant rewards through the same inventory add/remove APIs.
Master
- godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.