ID:268805
 
mob
verb
Set()
set category = "Actions"
for(var/item/I in src.contents)
itempick=I
itempick+="Cancel"
var/items = input("Which item would you like to set to a slot?","Item Slot-Ness") in src.itempick
var/list/slotpick=list("Slot 1","Slot 2","Slot 3")
var/slotchoose = input("Which slot would you like to set this item to?","Slot pick") in slotpick
if(slotchoose == "Slot 1")
for(var/hud/Slot1 in src.client.screen)
Slot1.overlays+=items
else if(slotchoose == "Slot 2")
for(var/hud/Slot2 in src.client.screen)
Slot2.overlays+=items
else if(slotchoose == "Slot 3")
for(var/hud/Slot3 in src.client.screen)
Slot3.overlays+=items

var/list/itempick = list()

NOTHING happens. =/
I click on it, not even an error comes up, so... please help. ;o
[Edit]Whoops, found one mistake.
You don't need to use the itemspick list at all, just use the contents list. Also, you should use as null | anything in list when inputing from a list, as this will give the input box the Cancel button and allow you to break out of the proc incase the player doesn't make a choice, or logs out before choosing. Try this:

mob
verb
Set()
set category = "Actions"
var/items = input("Which item would you like to set to a slot?","Item Slot-Ness") as null | anything in src.contents
if(!items) return
var/list/slotpick=list("Slot 1","Slot 2","Slot 3")
var/slotchoose = input("Which slot would you like to set this item to?","Slot pick") as null | anything in slotpick
if(!slotchoose) return
if(slotchoose == "Slot 1")
for(var/hud/Slot1 in src.client.screen)
Slot1.overlays+=items
else if(slotchoose == "Slot 2")
for(var/hud/Slot2 in src.client.screen)
Slot2.overlays+=items
else if(slotchoose == "Slot 3")
for(var/hud/Slot3 in src.client.screen)
Slot3.overlays+=items


~X
In response to Xooxer
Yes, but, I don't want weapons and stuff set to it. :(
I just want the path /item...
How would I go about doing this?
(By the way: Thanks for the help so far.)
[Edit]>_> Still didn't solve the item problem, but trying to make it so you can marco it(That works, but it won't use the item.. o.O)
mob
verb
Set()
set category = "Actions"
var/items = input("Which item would you like to set to a slot?","Item Slot-Ness") as null | anything in src.contents
if(!items) return
var/list/slotpick=list("Slot 1","Slot 2","Slot 3")
var/slotchoose = input("Which slot would you like to set this item to?","Slot pick") as null | anything in slotpick
if(!slotchoose) return
if(slotchoose == "Slot 1")
for(var/hud/itemslot/Slot1/S in src.client.screen)
S.overlays = null
S.overlays+=items
src.slot1clk=/item/potion
else if(slotchoose == "Slot 2")
for(var/hud/itemslot/Slot2/S in src.client.screen)
S.overlays = null
S.overlays+=items
slot2=items
else if(slotchoose == "Slot 3")
for(var/hud/itemslot/Slot3/S in src.client.screen)
S.overlays = null
S.overlays+=items
slot3=items
//Dun dun dun, here's the thing I'm marcoing\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

slot_1()
set hidden = 1
if(src.slot1clk)
src.Click(src.slot1clk)
else
for(var/hud/itemslot/Slot1/S in src.client.screen)
S.overlays = null

So like, it doesn't Click on the item in the Mob's contents.
(mob/var/obj/slot1clk)