> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/basic-setup-instructions/creating-a-new-item/setting-up-item-reactions.md).

# Setting up Item Reactions

<figure><img src="/files/zO6w52QCraYsn36U1xwe" alt=""><figcaption></figcaption></figure>

Item Reactions allow your Items to actually do something, rather than just do nothing. By default, the inventory system comes with 5 default reactions:

* Use
* Equip
* Unequip
* Drop
* Remove/Delete

Depending on what you are allowing your item to do, you will need to do the following:

When setting each reaction, you need to feed keywords to the reaction (These should be set up by default when creating a new item):\ <br>

<figure><img src="/files/4Wyle6zjTYOFx15qbxEP" alt=""><figcaption></figcaption></figure>

You can then set the standard reactions for each under: Malbers -> Inventory

An example of what you can do is:<br>

<figure><img src="/files/YvoHzEhYVvW3JbIpStPp" alt=""><figcaption></figcaption></figure>

Here on my meat GameObject, when used, I want it to give health back to the player. So I am using Multiple reactions to achieve this. I first set my Use Item Reaction as per above. Following this I am setting a Stats reaction whereby I add 10 to the health of the Reactor. The reactor in this instance is the one who the inventory is tied to.
