# Inventory System

**URL:** <https://forum.kirupa.com/t/inventory-system/273957>\
**Category:** Uncategorized\
**Created:** [October 23, 2008, 3:14am UTC](https://forum.kirupa.com/t/inventory-system/273957 "2008-10-23T03:14:59Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Insane\_Knux](https://avatars.discourse-cdn.com/v4/letter/i/439d5e/32.png) [@Insane\_Knux](https://forum.kirupa.com/u/Insane_Knux)\
**Post date:** [October 23, 2008, 3:14am UTC](https://forum.kirupa.com/t/inventory-system/273957/1 "2008-10-23T03:14:59Z")

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Hello, I’m working on an RPG sort of game - and it goes without saying I’ll need an inventory system.

Now, I’ve tried putting putting and item on the ground and making it a button.  
You click on the button, it should add it to the inventory.  
The inventory is inside your menu, so the path would be:  
\_root.mnu.it1  
and ‘it1’ goes all the way to thirty, each ‘it#’ is a dynamic text field.

I’ve tried if else statements:

```auto

on(release){
	if(_root.mnu.it1 !== "empty"){
          trace("slot one full");
     } else {
          _root.mnu.it1 = "Saber";
     }
	 if(_root.mnu.it2 !== "empty"){
          trace("slot two full");
     } else {
          _root.mnu.it2 = "Saber";
	 }
}

```

Of course, I initially enter in the ‘it’ fields “empty”.  
To no avail… Suggestions?
