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inventory-management
Use when the player takes, drops, inspects, stores, or retrieves items. Includes container logic for the brown sack.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when the player takes, drops, inspects, stores, or retrieves items. Includes container logic for the brown sack.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
| name | inventory-management |
| description | Use when the player takes, drops, inspects, stores, or retrieves items. Includes container logic for the brown sack. |
Apply this skill when the player:
When the player picks up an item, you MUST add the full item object {id, name, description} to the inventory array using update_game_state.
DO NOT just store the item ID string. Store the complete object to preserve the item's description even if the player moves to a different location.
Example:
{
"inventory": [
{"id": "brass_lantern", "name": "Brass Lantern", "description": "A battery-powered brass lantern."},
{"id": "sword", "name": "Elvish Sword", "description": "A blade that glows faintly blue."}
]
}
When the player drops an item:
inventoryflags.dropped_items[current_location] arrayupdate_game_state with both changesExample state update:
{
"inventory": [...remaining items...],
"flags": {
"dropped_items": {
"hallway": [{"id": "sword", "name": "Elvish Sword", "description": "..."}]
}
}
}
When describing a location, check flags.dropped_items[location_id]:
When the player takes an item from flags.dropped_items[current_location]:
flags.dropped_items[current_location]inventoryupdate_game_state with both changesThe brown sack (brown_sack) contains hidden items:
garlic)lunch)When the player inspects the sack:
Once revealed, the player may:
take garlic - Add garlic to main inventory as a separate itemtake lunch - Add lunch to main inventory as a separate itemIf the player drops the sack:
take garlic) remain in inventorydropped_itemsIf the player has brown_sack in inventory and inspects it:
garlic and lunch as accessible/takeableNever assume an item is gone unless state confirms it:
inventoryflags.trophy_caseflags.dropped_items[current_location]If an item is listed in the location's interactables and is NOT in any of these places, it is still present and can be taken.
Entry point for ALL infrastructure changes on the dungeon_minus_one project's DigitalOcean resources — inspecting, creating, updating, scaling, or destroying the DOKS cluster, managed PostgreSQL, Spaces bucket, CDN endpoint, container registry, Doppler config, and DNSimple records. Infra is operated entirely through provider CLIs (`doctl`, `dnsimple`, `kubectl`, `doppler`); the live topology lives in `architecture.md` next to this file. Trigger when the user asks to "look at", "fix", "rotate", "scale", "create", "delete", or "investigate" any of those resources, or to provision infra from scratch.
Use when entering dark locations or interacting with light sources. Handles the grue mechanic and player death in darkness.
Use when the player approaches, enters, or takes actions in the gas room. Handles explosion mechanics from open flame sources.
Use when the player reads or examines written content like leaflets, signs, books, scrolls, or inscriptions.
Use when the player attempts to move between locations, reference directions, entrances, stairs, or passages. Handles exit validation and state updates.
Use when an NPC guards an exit, item, or action. Handles bypass flags, turn limits, and NPC behavior enforcement.