Not too sure what you mean... Here's my ZSpawn #2 Weapons, with just the names edited in where it was "Empty" previously. The top/bottom after the CreateItemButtons are what's stock in ZSpawn #2 Weapons. require "ISUI/ISPanel"zSpawnWeapons = ISPanel:derive("zSpawnWeapons");zSpawnWeapons.buttons = {} -- Create a table to hold our buttons so we can loop through them later.function zSpawnWeapons:initialise() ISPanel.initialise(self); -- Initialize the panel. self:create() -- Call the create function - where most of the work will be done.endfunction zSpawnWeapons:new (x, y, width, height) -- Create our new panel so we can add to to a window in the ZSpawnWindow.lua file. local o = {}; o = ISPanel:new(x, y, width, height); setmetatable(o, self); self.__index = self; return o;endfunction zSpawnWeapons:create() -- Create each of our buttons using the CreateItemButton function below. self:CreateItemButton(0, 0, "Pistol"); self:CreateItemButton(1, 0, "BerettaClip"); self:CreateItemButton(2, 0, "Bullets9mm"); self:CreateItemButton(3, 0, "ARmag"); self:CreateItemButton(0, 1, "Shotgun"); self:CreateItemButton(1, 1, "ShotgunSawnoff"); self:CreateItemButton(2, 1, "ShotgunShells"); self:CreateItemButton(3, 1, "556"); self:CreateItemButton(0, 2, "Pan"); self:CreateItemButton(1, 2, "Molotov"); self:CreateItemButton(2, 2, "KitchenKnife"); self:CreateItemButton(3, 2, "762"); self:CreateItemButton(0, 3, "BaseballBatNails"); self:CreateItemButton(1, 3, "BaseballBat"); self:CreateItemButton(2, 3, "Sledgehammer"); self:CreateItemButton(3, 3, "45"); self:CreateItemButton(0, 4, "Axe"); self:CreateItemButton(1, 4, "Poolcue"); self:CreateItemButton(2, 4, "Plank"); self:CreateItemButton(3, 4, "AKmag"); self:CreateItemButton(0, 5, "PlankNail"); self:CreateItemButton(1, 5, "Hammer"); self:CreateItemButton(2, 5, "ButterKnife"); self:CreateItemButton(3, 5, "ColtClip"); self:CreateItemButton(0, 6, "Pen"); self:CreateItemButton(1, 6, "Pencil"); self:CreateItemButton(2, 6, "Screwdriver"); self:CreateItemButton(3, 6, "MP5Clip"); self:CreateItemButton(0, 7, "RollingPin"); self:CreateItemButton(1, 7, "Scissors"); self:CreateItemButton(2, 7, "Crowbar"); self:CreateItemButton(3, 7, "RugerClip"); self:CreateItemButton(0, 8, "Golfclub"); self:CreateItemButton(1, 8, "Spoon"); self:CreateItemButton(2, 8, "Fork"); self:CreateItemButton(3, 8, "22"); -- Loop through our buttons table to initialize our buttons and give them their parent. for k,v in ipairs(self.buttons) do v:initialise(); self:addChild(v); end -- Credits, because, y'know, I love my fame. :~) streetCred = ISLabel:new(327, 361, 0, "Mod by Spyder638, and updated by Dylan1313", 1, 1, 1, 1, UIFont.Small); streetCred:initialise(); self:addChild(streetCred);end----------------------------------------------------------------------------------------------------------------------------------- Function to create buttons in a grid layout and add to a table. :: Input = Grid x coord, Grid y coord, string of items name -----------------------------------------------------------------------------------------------------------------------------------function zSpawnWeapons:CreateItemButton(x, y, item) local new_x = 45 + (110*x); -- Generate new coordinates so I don't have to manually find the x, y location for buttons. local new_y = 45 + (35*y); butt = ISButton:new(new_x, new_y, 100, 25, item, butt, zSpawnWeapons.SpawnItem); -- Create the button butt.internal = item; -- Give it an internal value table.insert(self.buttons, butt); -- Insert button into table.end---------------------------------------------------------------------------- Function to spawn items into the players inventory :: Input = Button ----------------------------------------------------------------------------function zSpawnWeapons:SpawnItem(button) local inventory = getPlayer():getInventory(); -- Get the players inventory. local item = button.internal; -- Grab the name of the item. inventory:AddItem('Base.' .. item); --Add the item to the inventory.end