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godot-inventory-system

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment s…

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技能内容

Scenario triggers (which script?)

| Scenario | Open |

|---|---|

| Slot bag (WoW-style stacks) | [inventory_data_resource.gd](scripts/inventory_data_resource.gd) + [item_slot_data.gd](scripts/item_slot_data.gd) + [inventory_ui_controller.gd](scripts/inventory_ui_controller.gd) |

| Tetris grid (Diablo/RE footprint) | [grid_inventory_logic.gd](scripts/grid_inventory_logic.gd) / [inventory_grid.gd](scripts/inventory_grid.gd) |

| Equipment | Item Resources + RPG stats complement; drag via [drag_and_drop_slot.gd](scripts/drag_and_drop_slot.gd) |

| Loot table | [loot_table_resource.gd](scripts/loot_table_resource.gd) + [item_pickup_node.gd](scripts/item_pickup_node.gd) |

| Persist | [inventory_persistence.gd](scripts/inventory_persistence.gd) (ids + amounts, not nested Resources) |

| Consumables | [consumable_item_logic.gd](scripts/consumable_item_logic.gd) |

| DB lookup | [item_database_loader.gd](scripts/item_database_loader.gd) |

MANDATORY reads

  1. [inventory_item_resource.gd](scripts/inventory_item_resource.gd) — item blueprint
  2. [inventory_data_resource.gd](scripts/inventory_data_resource.gd) — two-pass stack + weight validation
  3. [inventory_ui_controller.gd](scripts/inventory_ui_controller.gd) — reactive UI that reuses slot controls

NEVER Do in Inventory Systems

  • NEVER use Nodes for itemsItem 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 quantitiesint 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

  1. Weight/volume OK?
  2. Pass 1: fill partial stacks
  3. Pass 2: empty slots / grid footprint
  4. 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](scripts/inventory_persistence.gd)

Deep recipes (on demand)

| Topic | Reference / script |

|-------|-------------------|

| Resource item model | [core-architecture.md](references/core-architecture.md) + [inventory_item_resource.gd](scripts/inventory_item_resource.gd) |

| Two-pass stack add | [inventory-manager.md](references/inventory-manager.md) + [inventory_data_resource.gd](scripts/inventory_data_resource.gd) |

| Tetris grid footprint | [elite-technical-patterns.md](references/elite-technical-patterns.md) + [grid_inventory_logic.gd](scripts/grid_inventory_logic.gd) |

| Equipment & crafting | [equipment-system.md](references/equipment-system.md) / [crafting-integration.md](references/crafting-integration.md) |

| Reactive UI & save ids | [ui-integration.md](references/ui-integration.md) + [inventory_persistence.gd](scripts/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 containersGridContainer / 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.

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