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 |
} |