| 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 0) + dd_y, string_hash_to_newline(indent + option[i] + string(selnuml_stat[i]))); |
| 145 |
} |
| 146 |
} |
| 147 |
} |
| 148 |
} |
| 149 |
|
| 150 |
enum e__VW |
| 151 |
{ |
| 152 |
XView, |
| 153 |
YView, |
| 154 |
WView, |
| 155 |
HView, |
| 156 |
Angle, |
| 157 |
HBorder, |
| 158 |
VBorder, |
| 159 |
HSpeed, |
| 160 |
VSpeed, |
| 161 |
Object, |
| 162 |
Visible, |
| 163 |
XPort, |
| 164 |
YPort, |
| 165 |
WPort, |
| 166 |
HPort, |
| 167 |
Camera, |
| 168 |
SurfaceID |
| 169 |
} |