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OmegaGamingHunters

obj_overworld_menu_draw_gui_event

Sep 30th, 2019
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C++ 2.79 KB | None | 0 0
  1. /// @description Insert description here
  2. // You can write your code in this editor
  3.  
  4. if (MenuState == true)
  5. {
  6.     //MenuBox, Name, and Stat Text
  7.     draw_sprite(MenuBox_BasicStats, 0, 104, 106);
  8.     draw_set_font(fnt_underfont_2);
  9.     draw_text(47, 60, string(global.FriskName));
  10.    
  11.     //Stat numbers
  12.     draw_set_font(fnt_stat_numbers);
  13.     draw_text(83, 98, string(global.FriskLV));
  14.     draw_text(83, 116, string(global.FriskCurrentHP)+"/"+string(global.FriskMaxHP));
  15.     draw_text(83, 134, string(global.FriskGOLD));
  16.    
  17.     //MenuBox Options
  18.     draw_sprite(MenuBox_Options, 0, 104, 241.5);
  19.     draw_set_font(fnt_underfont_2);
  20.     if (ItemState == true)
  21.     {
  22.         draw_set_color(ItemColor2);
  23.         draw_text(84, 189, "ITEM");
  24.     }
  25.     else
  26.     {
  27.         draw_set_color(ItemColor1);
  28.         draw_text(84, 189, "ITEM");
  29.     }
  30.     draw_set_color(c_white);
  31.     draw_text(84, 225, "STAT");
  32.     if (CellState == true)
  33.     {
  34.         draw_text(84, 261, "CELL");
  35.     }
  36.    
  37.     //Moving the selector along the menu
  38.     if (Selector_Position == 0)
  39.     {
  40.         draw_sprite_ext(Selector, 0, 65, 205, 1, 1, 0, -1, Selector_Alpha);
  41.     }
  42.     else if (Selector_Position == 1)
  43.     {
  44.         draw_sprite_ext(Selector, 0, 65, 241, 1, 1, 0, -1, Selector_Alpha);
  45.     }
  46.     else if (Selector_Position == 2 and CellState == true)
  47.     {
  48.         draw_sprite_ext(Selector, 0, 65, 277, 1, 1, 0, -1, Selector_Alpha);
  49.     }
  50.    
  51.     //Handles the ITEM, STAT, and CELL menus
  52.     if (InItemMenu == true)
  53.     {
  54.         //Draws the Inventory Menu
  55.         draw_sprite(ItemMenu, 0, 362, 232);
  56.        
  57.         //Draws the Inventory Text
  58.         draw_set_font(fnt_underfont_2);
  59.         draw_text(232, 361, "USE");
  60.         draw_text(328, 361, "INFO");
  61.         draw_text(442, 361, "DROP");
  62.        
  63.         for (var i = 0; i < global.MaxInventoryItems; i++)
  64.         {  
  65.             draw_text(232, 81 + (32*i), string(global.Inventory[# 1, i])); 
  66.         }
  67.        
  68.         //draw_sprite(Selector, 0, 217, 97 + (32*ItemMenu_Selector_Position));
  69.     }
  70.     else if (InStatMenu == true)
  71.     {
  72.         //Draws the MenuBox
  73.         draw_sprite(MenuBox_Stats, 0, 362, 260);
  74.        
  75.         //Draws the Statistics Text (LV, HP, ATK, etc...)
  76.         draw_set_font(fnt_underfont_2);
  77.         draw_text(216, 85, chr(34)+string(global.FriskName)+chr(34));
  78.         draw_text(216, 145, "LV  "+string(global.FriskLV));
  79.         draw_text(216, 177, "HP  "+string(global.FriskCurrentHP)+" / "+string(global.FriskMaxHP));
  80.         draw_text(216, 241, "AT  "+string(global.Frisk_FakeATK)+" ("+string(global.Frisk_WpnATK)+")");
  81.         draw_text(216, 273, "DF  "+string(global.Frisk_FakeDEF)+" ("+string(global.Frisk_ArmDEF)+")");
  82.         draw_text(216, 333, "WEAPON: ");
  83.         draw_text(216, 365, "ARMOR: ");
  84.         draw_text(216, 405, "GOLD: "+string(global.FriskGOLD));
  85.         draw_text(384, 241, "EXP: "+string(global.FriskEXP));
  86.         draw_text(384, 273, "NEXT: "+string(global.FriskNEXT));
  87.         draw_text(384, 85, "SOULS: "+string(global.FriskSOULS));
  88.         //draw_text(384, 405, "KILLS: "+string(global.FriskKILLS));
  89.     }
  90.     else if (InCellMenu == true)
  91.     {
  92.        
  93.     }
  94. }
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