Yes of course, You open the inventory with "I" on your keyboard. There you will see all of the available slots and active slots.
Use the arrow keys to get within 300 pixels of an item sprite you wish to pick up, you'll know it can be picked up because its name will appear when you hover your mouse over it. To pick up an item, right click it while in range.
Now the item should be in your inventory when you click "I." In order to use the item, middle mouse click on the item sprite in your inventory. For firebottles, this should move the item to your active item slots, for mana and health potions this should increase either your mana or your health. Once a firebottle is in your active slot, you can use "Q" to throw them in the direction of your mouse.
I'd like for the spell scrolls to do the same as the firebottles only instead of active item slot, they go to the active spell slot. (I will code the actual functionality of the spells later).
Firebottles were easy because that is the only potion animation that requires a position change, as you can see each category of item is separated by game sprites and inventory sprites (what you see in game vs what spawns in your inventory), with each item in that category being represented by its own animation.
The trouble comes with spells in which every animation has to have the functionality of moving to the active slot, and replacing the current active scroll, moving that scroll back into the inventory.
To find the exact code that handles all of this functionality, it is all under the "Main" event sheet, under the "Inventory System" group. There you will find a bunch of groups; most you can ignore.
"Inventory Tooltips" houses the text that represents the amount of an item in a particular slot.
"Inventory Action" and "Inventory Functions" are really the only ones I'm working with at the moment.
"Inventory Action" houses the code to loot and drop items, as well as code to use items, which is still in progress for spells, but the rest of the items in that group are complete.
"Inventory Functions" house all the functions of the inventory system that you may see sprinkled throughout the code.
To reproduce the issue: Pick up all three spell scrolls from the starting area, and attempt to middle mouse click more than one, instead of the new spell replacing the old one, they simply overlap each other or destroy each other.
dop2000 Please let me know if that was not clear, and I will try to be more concise and clearer.