1 |
draw_set_font(fnt_crypt_of_tomorrow_0_5x) |
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[0] = "[ROOMS]" |
12 |
option[1] = "[ENEMIES]" |
13 |
option[2] = "[SHOPS]" |
14 |
option[3] = "[ITEMS]" |
15 |
option[4] = "[EQUIP]" |
16 |
option[5] = "[STATS]" |
17 |
option[6] = "[RESET]" |
18 |
option_count = 6 |
19 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT OPTION:")) |
20 |
for (i = 0; i <= option_count; i++) |
21 |
{ |
22 |
indent += "#" |
23 |
if (selnum_main == i) |
24 |
draw_set_color(c_select) |
25 |
else |
26 |
draw_set_color(c_void) |
27 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + option[i])) |
28 |
} |
29 |
} |
30 |
else if (seldepth_main == 1) |
31 |
{ |
32 |
if (selnum_main == 0) |
33 |
{ |
34 |
indent = "##" |
35 |
option[0] = "[RUINS]: " |
36 |
option[1] = "[DARK RUINS]: " |
37 |
option[2] = "[LOWER SNOWDIN]: " |
38 |
option[3] = "[DUNES]: " |
39 |
option_count = 3 |
40 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT ROOM:")) |
41 |
for (i = 0; i <= option_count; i++) |
42 |
{ |
43 |
indent += "#" |
44 |
if (selnumh_world == i) |
45 |
draw_set_color(c_select) |
46 |
else |
47 |
draw_set_color(c_void) |
48 |
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]]))) |
49 |
} |
50 |
} |
51 |
else if (selnum_main == 1) |
52 |
{ |
53 |
indent = "##" |
54 |
option[0] = "[SPECIAL]:" |
55 |
option[1] = "[RUINS]: " |
56 |
option[2] = "[DARK RUINS]: " |
57 |
option[3] = "[LOWER SNOWDIN]: " |
58 |
option[4] = "[DUNES]: " |
59 |
option_count = 4 |
60 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT ENEMY:")) |
61 |
for (i = 0; i <= option_count; i++) |
62 |
{ |
63 |
indent += "#" |
64 |
if (selnumh_enemy == i) |
65 |
draw_set_color(c_select) |
66 |
else |
67 |
draw_set_color(c_void) |
68 |
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]])) |
69 |
} |
70 |
} |
71 |
else if (selnum_main == 2) |
72 |
{ |
73 |
indent = "##" |
74 |
option[0] = "[LOWER SNOWDIN]: " |
75 |
option_count = 0 |
76 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT SHOP:")) |
77 |
for (i = 0; i <= option_count; i++) |
78 |
{ |
79 |
indent += "#" |
80 |
if (selnumh_shop == i) |
81 |
draw_set_color(c_select) |
82 |
else |
83 |
draw_set_color(c_void) |
84 |
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]])) |
85 |
} |
86 |
} |
87 |
else if (selnum_main == 3) |
88 |
{ |
89 |
indent = "##" |
90 |
option[0] = "[STORY]: " |
91 |
option[1] = "[HEAL]: " |
92 |
option[2] = "[PROTECT]: " |
93 |
option[3] = "[SPEED]: " |
94 |
option[4] = "[WEAPON]: " |
95 |
option[5] = "[ARMOR]: " |
96 |
option[6] = "[W. MOD]: " |
97 |
option[7] = "[A. MOD]: " |
98 |
option_count = 7 |
99 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT ITEM:")) |
100 |
for (i = 0; i <= option_count; i++) |
101 |
{ |
102 |
indent += "#" |
103 |
if (selnumh_item == i) |
104 |
draw_set_color(c_select) |
105 |
else |
106 |
draw_set_color(c_void) |
107 |
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]])) |
108 |
} |
109 |
} |
110 |
else if (selnum_main == 4) |
111 |
{ |
112 |
indent = "##" |
113 |
option[0] = "[WEAPON]: " |
114 |
option[1] = "[ARMOR]: " |
115 |
option[2] = "[W. MOD]: " |
116 |
option[3] = "[A. MOD]: " |
117 |
option_count = 3 |
118 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT EQUIPMENT:")) |
119 |
for (i = 0; i <= option_count; i++) |
120 |
{ |
121 |
indent += "#" |
122 |
if (selnumh_equip == i) |
123 |
draw_set_color(c_select) |
124 |
else |
125 |
draw_set_color(c_void) |
126 |
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]]))) |
127 |
} |
128 |
} |
129 |
else if (selnum_main == 5) |
130 |
{ |
131 |
indent = "##" |
132 |
option[0] = "[LEVEL]: " |
133 |
option[1] = "[GOLD]: " |
134 |
option[2] = "[HP]: " |
135 |
option[3] = "[PP]: " |
136 |
option[4] = "[SP]: " |
137 |
option_count = 4 |
138 |
draw_text(((__view_get((0 << 0), 0)) + dd_x), ((__view_get((1 << 0), 0)) + dd_y), string_hash_to_newline(indent + "SELECT STAT:")) |
139 |
for (i = 0; i <= option_count; i++) |
140 |
{ |
141 |
indent += "#" |
142 |
if (selnumh_stat == i) |
143 |
draw_set_color(c_select) |
144 |
else |
145 |
draw_set_color(c_void) |
146 |
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]))) |
147 |
} |
148 |
} |
149 |
} |
150 |
} |