Instantiate Error BCE0023

Trying to make an object (currentItem) drop on the ground where the Player is. Given this error when trying
BCE0023: No appropriate version of ‘UnityEngine.Object.Instantiate’ for the argument list ‘(String, UnityEngine.Vector3, UnityEngine.Quaternion)’ was found.

Here’s the Code

//Script Written By InsanityStudios [Nightbird0]
//Converted and Edited By Lewis Comstive

//GUI Skin
var inventorySkin : GUISkin;
//Slots
var slot1 : String = "Empty 1";
var slot2 : String = "Empty 2";
var slot3 : String = "Empty 3";
var slot4 : String = "Empty 4";
var slot5 : String = "Empty 5";
var slot6 : String = "Empty 6";
var slot7 : String = "Empty 7";
var slot8 : String = "Empty 8";
var currentItem : String = "None";
//Other Variables
var isEnabled : boolean = false;
var timer : int = 500;
var messageInt : int = 0;
var messageText : String = "";
var Player : Transform;
var itemToDrop : Rigidbody;
var remove : boolean = false;

function Start()	{

}

function Drop()	{
character = gameObject.Find("Player").transform;
	Instantiate(currentItem, character.position, Quaternion.identity);
  	messageText = "Dropped " + currentItem;
}

function Update()
{
	if (Input.GetKeyDown(KeyCode.X))	{
		Drop();
	}
	
	if(messageInt >= 0) messageInt--;
	
	if(Input.GetKeyDown(KeyCode.Alpha1))
	{
		currentItem = slot1;
		messageInt = 100;
		messageText = slot1 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha2))
	{
		currentItem = slot2;
		messageInt = 100;
		messageText = slot2 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha3))
	{
		currentItem = slot3;
		messageInt = 100;
		messageText = slot3 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha4))
	{
		currentItem = slot4;
		messageInt = 100;
		messageText = slot4 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha5))
	{
		currentItem = slot5;
		messageInt = 100;
		messageText = slot5 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha6))
	{
		currentItem = slot6;
		messageInt = 100;
		messageText = slot6 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha7))
	{
		currentItem = slot7;
		messageInt = 100;
		messageText = slot7 + " Selected!";
		ActivateItems(currentItem);
	}
	if(Input.GetKeyDown(KeyCode.Alpha8))
	{
		currentItem = slot8;
		messageInt = 100;
		messageText = slot8 + " Selected!";
		ActivateItems(currentItem);
	}
	
	if(Time.timeScale != 0) timer--;
	if(timer <= 0) isEnabled = false;
	if(Input.GetKey(KeyCode.Tab) && isEnabled) isEnabled = false;
	if(Input.GetKey(KeyCode.Tab) && !isEnabled) isEnabled = true;
}

function OnGUI()
{
	GUI.skin = inventorySkin;
	
	if (messageInt > 1)
	{
		GUI.Label(new Rect(40, 10, 500, 50), messageText);
	}
	if (isEnabled)
	{
		if (GUI.Button(new Rect(Screen.width / 2 - 400, Screen.height / 2 + 390, 100, 30), slot1))
		{
			if (!remove)
			{
				currentItem = slot1;
				messageint = 100;
				messagetext = slot1 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot1 = "Empty 1";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 - 300, Screen.height / 2 + 390, 100, 30), slot2))
		{
			if (!remove)
			{
				currentItem = slot2;
				messageint = 100;
				messagetext = slot2 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot2 = "Empty 2";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 - 200, Screen.height / 2 + 390, 100, 30), slot3))
		{
			if (!remove)
			{
				currentItem = slot3;
				messageint = 100;
				messagetext = slot3 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot3 = "Empty 3";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 - 100, Screen.height / 2 + 390, 100, 30), slot4))
		{
			if (!remove)
			{
				currentItem = slot4;
				messageint = 100;
				messagetext = slot4 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot4 = "Empty 4";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 - 0, Screen.height / 2 + 390, 100, 30), slot5))
		{
			if (!remove)
				{
			currentItem = slot5;
				messageint = 100;
				messagetext = slot5 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot5 = "Empty 5";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 + 100, Screen.height / 2 + 390, 100, 30), slot6))
		{
			if (!remove)
			{
				currentItem = slot6;
				messageint = 100;
				messagetext = slot6 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot6 = "Empty 6";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 + 200, Screen.height / 2 + 390, 100, 30), slot7))
		{
			if (!remove)
			{
				currentItem = slot7;
				messageint = 100;
				messagetext = slot7 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot7 = "Empty 7";
				remove = false;
			}
		}
		if (GUI.Button(new Rect(Screen.width / 2 + 300, Screen.height / 2 + 390, 100, 30), slot8))
			{
		if (!remove)
			{
				currentItem = slot8;
				messageint = 100;
				messagetext = slot8 + " Selected!";
				ActivateItems(currentItem);
			}
			else
			{
				messageint = 100;
				messagetext = "Slot Removed";
				slot8 = "Empty 8";
				remove = false;
			}
		}
		if (remove)
	{
			if (GUI.Button(new Rect(Screen.width / 2 + 400, Screen.height / 2 + 390, 50, 30), "Stop"))
			{
				remove = false;
			}
		}
		else if (!remove)
		{
			if (GUI.Button(new Rect(Screen.width / 2 + 400, Screen.height / 2 + 390, 50, 30), "Remove"))
			{
				remove = true;
			}
		}
	}
}

function ActivateItems(slot : String)
{
	
}

var currentItem : GameObject;
add this line of code and assign the “currentItem” in the inspector window by dragging the game object to the relative slot.