1 |
draw_set_font(fnt_crypt_of_tomorrow) |
2 |
draw_set_color(c_void) |
3 |
draw_set_halign(fa_left) |
4 |
draw_set_valign(fa_top) |
5 |
if (global.debug_toggle == true) |
6 |
{ |
7 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline("FPS: " + string(fps) + "#FPS REAL:" + string(fps_real))) |
8 |
if (seldepth_main == 0) |
9 |
{ |
10 |
indent = "##" |
11 |
option[3] = "[ITEMS]" |
12 |
option[4] = "[EQUIP]" |
13 |
option[5] = "[STATS]" |
14 |
option[6] = "[END FIGHT]" |
15 |
option[7] = "[RESET]" |
16 |
option_count = 7 |
17 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT OPTION:")) |
18 |
for (i = selnum_disjoint; i <= option_count; i++) |
19 |
{ |
20 |
indent += "#" |
21 |
if (selnum_main == i) |
22 |
draw_set_color(c_select) |
23 |
else |
24 |
draw_set_color(c_void) |
25 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i])) |
26 |
} |
27 |
} |
28 |
else if (seldepth_main == 1) |
29 |
{ |
30 |
if (selnum_main == 0) |
31 |
{ |
32 |
indent = "##" |
33 |
option[0] = "[RUINS]: " |
34 |
option[1] = "[DARK RUINS]: " |
35 |
option[2] = "[LOWER SNOWDIN]: " |
36 |
option[3] = "[DUNES]: " |
37 |
option_count = 3 |
38 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT ROOM:")) |
39 |
for (i = 0; i <= option_count; i++) |
40 |
{ |
41 |
indent += "#" |
42 |
if (selnumh_world == i) |
43 |
draw_set_color(c_select) |
44 |
else |
45 |
draw_set_color(c_void) |
46 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i] + room_get_name(world_room[i][selnuml_world[i]]))) |
47 |
} |
48 |
} |
49 |
else if (selnum_main == 1) |
50 |
{ |
51 |
indent = "##" |
52 |
option[0] = "[SPECIAL]:" |
53 |
option[1] = "[RUINS]: " |
54 |
option[2] = "[DARK RUINS]: " |
55 |
option[3] = "[LOWER SNOWDIN]: " |
56 |
option[4] = "[DUNES]: " |
57 |
option_count = 4 |
58 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT ENEMY:")) |
59 |
for (i = 0; i <= option_count; i++) |
60 |
{ |
61 |
indent += "#" |
62 |
if (selnumh_enemy == i) |
63 |
draw_set_color(c_select) |
64 |
else |
65 |
draw_set_color(c_void) |
66 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i] + enemy[i][selnuml_enemy[i]])) |
67 |
} |
68 |
} |
69 |
else if (selnum_main == 2) |
70 |
{ |
71 |
indent = "##" |
72 |
option[0] = "[LOWER SNOWDIN]: " |
73 |
option_count = 0 |
74 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT SHOP:")) |
75 |
for (i = 0; i <= option_count; i++) |
76 |
{ |
77 |
indent += "#" |
78 |
if (selnumh_shop == i) |
79 |
draw_set_color(c_select) |
80 |
else |
81 |
draw_set_color(c_void) |
82 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i] + shop[i][selnuml_shop[i]])) |
83 |
} |
84 |
} |
85 |
else if (selnum_main == 3) |
86 |
{ |
87 |
indent = "##" |
88 |
option[0] = "[STORY]: " |
89 |
option[1] = "[HEAL]: " |
90 |
option[2] = "[PROTECT]: " |
91 |
option[3] = "[SPEED]: " |
92 |
option[4] = "[WEAPON]: " |
93 |
option[5] = "[ARMOR]: " |
94 |
option[6] = "[W. MOD]: " |
95 |
option[7] = "[A. MOD]: " |
96 |
option_count = 7 |
97 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT ITEM:")) |
98 |
for (i = 0; i <= option_count; i++) |
99 |
{ |
100 |
indent += "#" |
101 |
if (selnumh_item == i) |
102 |
draw_set_color(c_select) |
103 |
else |
104 |
draw_set_color(c_void) |
105 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i] + item[i][selnuml_item[i]])) |
106 |
} |
107 |
} |
108 |
else if (selnum_main == 4) |
109 |
{ |
110 |
indent = "##" |
111 |
option[0] = "[WEAPON]: " |
112 |
option[1] = "[ARMOR]: " |
113 |
option[2] = "[W. MOD]: " |
114 |
option[3] = "[A. MOD]: " |
115 |
option_count = 3 |
116 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT EQUIPMENT:")) |
117 |
for (i = 0; i <= option_count; i++) |
118 |
{ |
119 |
indent += "#" |
120 |
if (selnumh_equip == i) |
121 |
draw_set_color(c_select) |
122 |
else |
123 |
draw_set_color(c_void) |
124 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i] + (item[(i + equip_disjoint)][selnuml_equip[i]]))) |
125 |
} |
126 |
} |
127 |
else if (selnum_main == 5) |
128 |
{ |
129 |
indent = "##" |
130 |
option[0] = "[LEVEL]: " |
131 |
option[1] = "[GOLD]: " |
132 |
option[2] = "[HP]: " |
133 |
option[3] = "[PP]: " |
134 |
option[4] = "[SP]: " |
135 |
option_count = 4 |
136 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT STAT:")) |
137 |
for (i = 0; i <= option_count; i++) |
138 |
{ |
139 |
indent += "#" |
140 |
if (selnumh_stat == i) |
141 |
draw_set_color(c_select) |
142 |
else |
143 |
draw_set_color(c_void) |
144 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i] + string(selnuml_stat[i]))) |
145 |
} |
146 |
} |
147 |
} |
148 |
} |