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(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[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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(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]]))); |
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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(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]])); |
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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(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]])); |
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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(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]])); |
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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(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]])); |
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(e__VW.XView, 0) + dd_x, __view_get(e__VW.YView, 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(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]))); |
147 |
} |
148 |
} |
149 |
} |
150 |
} |
151 |
|
152 |
enum e__VW |
153 |
{ |
154 |
XView, |
155 |
YView, |
156 |
WView, |
157 |
HView, |
158 |
Angle, |
159 |
HBorder, |
160 |
VBorder, |
161 |
HSpeed, |
162 |
VSpeed, |
163 |
Object, |
164 |
Visible, |
165 |
XPort, |
166 |
YPort, |
167 |
WPort, |
168 |
HPort, |
169 |
Camera, |
170 |
SurfaceID |
171 |
} |