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- /// @description Insert description here
- // You can write your code in this editor
- event_inherited();
- global.MaxInventoryItems = 8;
- global.CurrentItems = 0;
- global.Inventory = ds_grid_create(7, global.MaxInventoryItems);
- Item_Message = true;
- USE_Item = false;
- INFO_Item = false;
- DROP_Item = false;
- DoneSpeaking = false; //Checks to see if the NPC is done talking
- PortraitState = false; //Checks to see if the text will have a portrait in it
- i1 = 0;
- DialogBoxSprite = spr_dialog_box; //The sprite of the dialog box
- DialogBox_X = window_get_width()/2; //The dialog box X position
- DialogBox_Y = 395; //The dialog box Y position
- PortraitSprite_Face = -1; //The portrait sprite itself
- PortraitSprite_Talking = -1; //The portrait sprite itself when talking
- Portrait_X = DialogBox_X - 215; //The portraits X position
- Portrait_Y = DialogBox_Y - 3; //The portraits Y position
- Text_X = 60; //The text X position
- Text_Y = 340; //The text Y position
- MaxStringWidth = 600; //Maximum length of each line of text
- StringSep = 36; //The seperation between lines of text
- ItemDialog_USE[0] = global.Inventory[# 4, obj_Overworld_Menu.ItemMenu_Selector_Position]; //Dialog String
- ItemDialog_INFO[0] = global.Inventory[# 5, obj_Overworld_Menu.ItemMenu_Selector_Position]; //Dialog String
- ItemDialog_DROP[0] = global.Inventory[# 6, obj_Overworld_Menu.ItemMenu_Selector_Position]; //Dialog String
- Item_String_Display_USE = ItemDialog_USE[0]; //Actual variable used in the Dialog Script
- Item_String_Display_INFO = ItemDialog_INFO[0]; //Actual variable used in the Dialog Script
- Item_String_Display_DROP = ItemDialog_DROP[0]; //Actual variable used in the Dialog Script
- enum Items {
- none = 0,
- MonsterCandy = 1,
- Bandage = 2,
- Stick = 3,
- SpiderDonut = 4,
- SpiderCider = 5,
- ButterPie = 6,
- ToyKnife = 7,
- RedRibbon = 8,
- height
- }
- enum ItemsType {
- Consumable = 0,
- Weapon = 1,
- Armor = 2,
- Key = 3,
- Other = 4,
- Nothing = 5,
- Bandage = 6
- }
- //global.Inventory[# 0, 0] = Items.MonsterCandy;
- //global.Inventory[# 0, 1] = Items.MonsterCandy;
- //global.Inventory[# 0, 2] = Items.SpiderDonut;
- //global.Inventory[# 0, 3] = Items.SpiderCider;
- //global.Inventory[# 0, 4] = Items.ButterPie;
- //global.Inventory[# 0, 5] = Items.ToyKnife;
- //global.Inventory[# 0, 6] = Items.MonsterCandy;
- //global.Inventory[# 0, 7] = Items.RedRibbon;
- global.Inventory[# 0, 0] = Items.none;
- global.Inventory[# 0, 1] = Items.none;
- global.Inventory[# 0, 2] = Items.none;
- global.Inventory[# 0, 3] = Items.none;
- global.Inventory[# 0, 4] = Items.none;
- global.Inventory[# 0, 5] = Items.none;
- global.Inventory[# 0, 6] = Items.none;
- global.Inventory[# 0, 7] = Items.none;
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