add-item

Add items to a roguelike data pipeline with catalog, palette, and loot table updates.

2|Updated Oct 15, 2025
One-click install
npx skills add https://github.com/PJensen/JSHack --skill add-item-pjensen
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: add-item
Source: https://github.com/PJensen/JSHack/tree/main/.agents/skills/add-item
Command: npx skills add https://github.com/PJensen/JSHack --skill add-item-pjensen

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill guides developers to extend the roguelike by adding a new item: define the catalog entry, register its appearance in the palette, make it drop from loot, and implement any special behavior hooks.

Core Features & Use Cases

  • Define the item in src/rules/data/itemCatalog.js with a unique id and complete metadata.
  • Add a palette entry in src/display/palette/base.js so the item renders correctly.
  • Enrich lootTables.js so the item can drop in appropriate scenarios.
  • Create hooks for special behavior (use, drink, dip, throw) if needed.
  • Run tests with deno test --allow-read to validate changes.

Quick Start

Create a new item catalog entry, add a corresponding palette glyph, wire it into a loot table, implement any needed hooks, and run the tests.

Frequently Asked Questions about add-item

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a new item to a roguelike game's data pipeline?

Adding a new roguelike item requires updating itemCatalog.js with metadata, registering glyphs in base.js, and wiring drops in lootTables.js. You must validate these structured data pipeline changes by running tests with deno test --allow-read.

What do I need to define when adding an item to an item catalog?

Defining an item catalog entry requires creating a unique id and complete metadata in itemCatalog.js. This entry serves as the foundational data structure for integrating the roguelike item into the palette and loot tables.

How do roguelike item hooks work for special behaviors like use or throw?

Roguelike item hooks enable custom interactions like use, drink, dip, and throw. Implementing these hooks during item addition allows you to define specific special behaviors beyond standard catalog and loot table integration.

Does adding a roguelike item require palette integration?

Yes, adding a roguelike item requires palette integration. You must add a corresponding entry in base.js so the new item renders correctly with the appropriate display glyph within the game's visual output system.

How do I validate loot table inclusion after adding a new roguelike item?

Validate loot table inclusion by running tests with deno test --allow-read. This command verifies that your structured updates to lootTables.js and the overall item data pipeline function correctly without breaking existing game logic.

What are the limitations when adding items to a roguelike codebase?

Limitations include strict enforcement of structured updates across itemCatalog.js, base.js, and lootTables.js. You must use deno to run tests for validation, ensuring no existing data pipeline logic breaks during the item integration process.