:D Thanks a bunch zyblade and Tulamide!
Also Tulamide, so your example cap for the array is basically writing data to the array that stores the animation frame its on? And how would I go about creating an inventory using an arrya, would I write a variable to an X,Y position on the array? Or would using 'S' be more useful for this?
It depends on how your inventory is organized and what information has to be saved. Use an array whenever you can map a situation in your game directly to a bunch of cells. For example, if your inventory is a bar with a fixed number of slots, it is very easy to map slot a to cell 1, slot b to cell 2, etc.
If your inventory is more like in an rpg, a bag that can store a non-fixed number of objects, then a hash table would be more suitable. You could create a key with the name of the object and a value representing the id or position in the bag's list.
You can always store more than one information at once. Just use strings instead of numbers. In an array, you could fill a cell with the string "Green Pill, 25, 12.52, C" and later extract the informations using the expression 'get token'.
But if it is a really huge number of informations that needs to be stored per inventory slot, you might indeed consider using 's'. With its ways to create data structures and reference them in other superstructures, it is way ahead of any other method in Construct, as soon as something is object oriented.