inventory-economy
Installation
SKILL.md
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.