# *inventory* library Library for inventories interaction. ```lua -- ID = 0 (core:empty) means that slot is empty. inventory.get( -- inventory ID invid: int, -- slot index slot: int ) -> int, int -- Returns item ID and count. -- Set slot content. inventory.set( -- inventory ID invid: int, -- slot index slot: int, -- item index itemid: int, -- item count count: int ) -- Returns inventory size (slots number). -- Throws an exception if there's no inventory having specified ID. inventory.size(invid: int) -> int -- Add an item to the specified inventory. -- Returns remaining count if could not to add fully. inventory.add(invid: int, itemid: int, count: int) -> int -- Returns block inventory ID or 0. inventory.get_block(x: int, y: int, z: int) -> int -- Bind inventory to the specified block. inventory.bind_block(invid: int, x: int, y: int, z: int) -- Unbind inventory from the specified block. inventory.unbind_block(x: int, y: int, z: int) -- Remove inventory. inventory.remove(invid: int) ``` > [!WARNING] > Unbound inventories will be deleted on world close. ```lua -- Create inventory. Returns the created ID. inventory.create(size: int) -> int -- Create inventory copy. Returns the created copy ID. inventory.clone(invid: int) -> int -- Move item from slotA of invA to slotB of invB. -- invA may be the same as invB. -- If slotB will be chosen automaticly if argument is not specified. inventory.move(invA: int, slotA: int, invB: int, slotB: int) ```