var bitmap_handle[NUMBER_OF_BITMAP_ITEMS]; 

// get handles for all the available item bitmaps and place them in a array, 
// an array of handles 
function init_items() 
{ 
bitmap_hdl[0] = handle(no_item_bmp); 
bitmap_hdl[1] = handle(shield_bmp); 
bitmap_hdl[2] = handle(cigs_bmp); 
bitmap_hdl[3] = handle(fish_bmp); 
bitmap_hdl[4] = handle(mace_bmp); 
bitmap_hdl[5] = handle(staff_bmp); 
bitmap_hdl[6] = handle(lamp_bmp); 
} 


// in code some where get a pointer to desired bitmap using ptr_for_handle() 
// and assign to the desired panels .bmap 
. 
. 
. 
equipment_panel.bmap = ptr_for_handle(bitmap_hdl[4]); // now the panel would hold mace_bmp (a picture of a mace) 
. 
. 
. 
equipment_panel.bmap = ptr_for_handle(bitmap_hdl[1]); // now the panel would hold shield_bmp (a picture of a shield) 
. 
. 
. 
------------ 

So what you do is just arrange a bunch of panels, say like equipment panels in this example. If you had 3 slots you 
wanted to show equipment, then make 3 panels. 

eqipment_panel1, equipment_panel2, eqpuipment_panel3 

then if you want to show a piece of equipment, for example a mace in panel2, 
just do the following: 

------------ 
equipment_panel2.bmap = ptr_for_handle(bitmap_hdl[4]); // show a picture of a mace 
------------ 

You can place these panels over another main panel if you like by using 
(layer =) and use (on_click = function;) in panel definition if you want to make panels like buttons. When you pick up item from level use panel.pos_x & panel.pos_y to move it with mouse pointer until you drop it in desired slot. 

The Super Inventory code does most everything you mentioned above, but has sliders and was set up to be flexible, making the code somewhat hard to read. 

Hope that makes it easy to understand, 
Loco 
