build-game-inventory
Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.
Savant verdict: Analyzed
Scanned or evaluated by Savant; not yet both passing.
Live evaluation
Not evaluated yet. Workspaces can request a live evaluation.
Safety (NVIDIA SkillSpector)
Risk score
0/100
Recommendation
SAFE
Severity
LOW
Savant decision
Passed
SkillSpector rated the package safe. SkillSpector 2.12.0, static analysis.
0 patterns found
Structure
- No license declaredConfirm you may reuse this skill before importing it into your repository.
SKILL.md
--- name: build-game-inventory description: Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing. --- # Build Game Inventory Use one typed, serializable item source of truth and make every transfer atomic. ## Define the item contract Model stable IDs, item definitions, ownership, stack limits, equipment compatibility, effects, rarity, presentation data, and migration version separately. Runtime UI must reference definitions by ID rather than duplicate stats or descriptions. ## Implement transfers as transactions For pickup, equip, unequip, swap, drag/drop, consume, and sell: 1. Validate source ownership and destination legality. 2. Compute the entire next inventory/equipment state. 3. Commit once or reject without changing either side. 4. Persist only after the committed state is valid. Never remove an item before confirming a legal destination. Preserve item identity across a swap and prevent duplicate effect registration. ## Build usable UI Expose slot compatibility, equipped state, quantity, tooltip facts, and failure feedback. Support keyboard and touch alternatives to drag-only interactions. Keep focus behavior, dialogs, and tooltips accessible. ## Test loss boundaries Cover invalid destinations, full inventory, duplicate pickup, equip swap, mid-action swap, save/load, schema migration, reset/new game, tooltip updates, and repeated dispatch. Validate that total owned item identity is conserved except for explicit consumption or reward rules.