kriand beat me with the answer, but since I've already typed it I'll post it anyway :)
In the array editor columns are X axis and rows are Y axis.
For example, to get "Jump" property of Spring_Helmet, you can use Array.At(1, 4)
The "FULL NAME" row from your table can be a unique identifier/code of each item. You can use the same code as animation name.
So to pick a random item from the array you can do this:
Set local variable randomItem to int(random(1, Array.width))
ItemSprite set animation to Array.At(randomItem, 1)
if Array.At(randomItem, 3)>0 : Set P1_Speed to Array.At(randomItem, 3)
if Array.At(randomItem, 4)>0 : Set P1_Jump to Array.At(randomItem, 4)
etc.
Or you can create a bunch of functions to retrieve different stats from the array, as I did in the example I gave you in one of your previous posts.
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PS: you should not use the first column of your array for labels. something like that is in better hands separately.
Why not? He just needs to remember that X=0 is reserved for stats names.
Having this column makes it easier to edit data in the Array Editor. Also it allows to create a universal function "GetItemStat", that will return any stat for any item, say Function.Call("GetItemStat", "short_sword", "damage")