# Types

Any item can belong to zero, one or more categories. These categories (or item types) are defined in the **Types** tab.

![(Inventory Types tab)](/files/-LVDeMEfMWBBPMZJIzBC)

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**Item Types** were introduced in version 0.5.2
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An Item **Type** is identified by the concatenation of the **ID** and the **Name**. These should be unique across all other Types and can contain a "/" character to indicate being a sub-element of another item. In the example above, *Swords* and *Helmets* are sub elements of *Equipment*.

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Though not required, it's a good practice to keep all sub elements with a "/" separator. This will allow finding sub items much faster, since they will be placed as a sub category when selecting a type in a dropdown menu.
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You can create up to **32** different item **Types**.
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Item **Types** can be used for a wide variety of reasons. One of them is using a **Type** to define which items are equipable and where can they be equipped.&#x20;

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For example, you could assign the Type "*Right Hand*" to a *Sword* and use all items that contain the type "*Right Hand*" as equipables to that slot.
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Another use for **Types** is to organize the Player's inventory UI. You can choose to show specific items that belong to a category or multiple categories.

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For example, you can define a "Consumable" type and assign it to Potions and Food so they are displayed in a consumable menu.
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