=`d\=dd ( @ (//(  0/80@0?/8 0( ?G@POWOXOP?H0@/7@O_``h_hPX 0(P_oppxow_g@O/8'' 7p`o?G/7 0??H/8`/o?GOX@H0?/pOW?H/8 7OP?G/7( P0@PX@O0@ 0O @H/@' 00@@P0?'_OP@H( 7/7' ^^^^^^^^^^^^^^^^^^^^^^^^^^TeeBBBBeTT^^^^^^^eBDJ33333JJDBeZ^^^^TD33==#####==3JDBT^^^^eJ=###=3DeZ^^TB3# #=3JBZ^^T3#  #=JBT^^J# Sll #=JBZ^T# %,68??86,/@A*< ##45('.6787-9%:;*<=#$+&,--.,/01)2 3 $%&&'%($!)* ##  !"#     ??dm@ sprite0  xՖ 0Eo))SRQ X!V@a@+K<xWԴi.MsW>F515߈$6AF-:5Ҳs .9Z5dT,UHN h%jb'\+TrA >jk!lrZ$AA!M o۬)Tx ِ= #q(%|@lB _|CL}N;o;)BO;}o"e*sprite1 ixs5cf3 b(fdH@Q@Ɉx^d ˢԂ&Y 8VP)Pބc")ĥY=< Psprite2 axs5cf3 b(fdH@Q@Ɉx?^ ɢԂ*E= qAȀzLG=.U=~8@zR 'jEsprite3 jxs5cf3 b(fdH@Q@Ɉx?<M}WdY4ZФ0#kǪ*UQ›z,Q[=XŦbdԓ)'sprite4 axs5cf3 b(fdH@E=" xǥI]=T),ꑵ`cW  AGc-pqiAESM S=Lq!RX% GXh'YG'sprite6 axs5cf3 b(fdH@Q@Ɉx?^d ˢԂ&Y 8V pF=2 Q `U'jEsprite8 fxs5cf3 b(fdH@Q@Ɉx|M}C>-pqiAESM S=LqRX% EXh' 'sprite10ppoo -x1PA Qx! rwU׾}m9X1Ɨ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlҳgKϖ-=[zlٺzR=OOVH  obj_player c global.stock0000000]7this is how many slots are being taken in the inventory0000000[c//simple movement code if keyboard_check(vk_left) && place_free(x-4,y) && x > 0 { x-=4 } if keyboard_check(vk_right) && place_free(x+4,y) && x < room_width-sprite_width { x+=4 } if keyboard_check(vk_up) && place_free(x,y-4) && y > 0 { y-=4 } if keyboard_check(vk_down) && place_free(x,y+4) && y < room_height-sprite_height { y+=4 }0000000Baction_show_info00000000 [%global._room_persistent = room_persistent room_persistent = 1 //remember the rooms persistency to return it back global._room = room //remember the current room alarm[0] = 1 //return the room to it's persistency when i come back room_goto(rm_inventory) //go to the inventory room0000000object1 ]*note how all items have me as their parent0000000[//move the object to a random, empty space a = random(room_width-sprite_width) b = random(room_height-sprite_height) while !place_empty(a,b) { a = random(room_width-sprite_width) b = random(room_height-sprite_height) } x = a y = b0000000[blah = real(string_delete(object_name(object_index),1,6)) //take the "object" out of it's name, to return the number global.obj[blah] = 0 //initialize the state of the variable0000000[Yglobal.obj[blah]+=1 if global.obj[blah] = 1 { global.stock += 1 } instance_destroy()0000000object2 object3 object4 object5 object6 object8  obj_inventory [i = 25 io = 1 ix = 0 ixmin = 25 //the minimum x coordinate iy = 25 //the minimum y coordinate iincx = 25 //the x separator between the sprites iincy = 100 //the y separator between the sprites maxx = room_width - 25 //the max x coordinate before starting the next line //scroll down for (i=25; i<=(global.stock*25); i+=25) { ix += iincx if (ix > room_width - 25) { ix = ixmin iy += iincy } if global.obj[io]=0 { while global.obj[io]=0 { io += 1 } } execute_string( "draw_sprite(sprite" +string(io) +",-1," +string(ix) +"," +string(iy) +")" ) draw_text(ix,iy+25,global.obj[io]) //change the ix,iy+25 to where you would like the amount to be drawn io += 1 }0000000 [2room_goto(global._room) //return to the last room0000000room0             0 00@@ @PP P`` ` rm_inventory        p0{\rtf1\ansi\deff0\deflang1033{\fonttbl{\f0\fswiss Arial;}{\f1\fswiss\fcharset0 Arial;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\cf1\b\f0\fs24 Inventory Example\b0 \par By IsmAvatar \par Version 1.1 \par \par \b Not recommended for newb's. \par Heck, inventories aren't recommended for newb's.\b0 \par \par \b\f1 Controls: \par \b0 Arrow keys to move, Enter to view/leave inventory.\f0 \par \par \b This example\b0 shows how to make a simple inventory using \b arrays\b0 . \par If you don't know what an array is, it's an extension to a variable, \par which allows you to use the variable for multiple things. \par Always remember, an array can only contain a number, \par or a variable that equals a number. Here we use sprite_index. \par \par \b\f1 Usage:\b0 \par Demonstrates the usage of arrays to create a limitless inventory that auto-sorts \par the items to the maker's likings. Unfortunately, it's not very user friendly, simply because it's too advanced for me to find the time for. Also because I'm lazy. If you want to interact with the drawn items, instead of drawing them, create them, and check if the room is the inventory room.\f0 \par \par \b The only changes\b0 you really need to make are in obj\f1 _inventory's\f0 draw event. \par \par \b NOTE:\b0 \par \fs22 All item numbers must correspond with their sprite number \par Eg, object1 can have sprite10, as long as object2 has sprite11, object 4 has sprite13, etc. You may not skip numbers, like object2 can't skip to object4.\fs24 \par } Sprites sprite0sprite1sprite2sprite3sprite4sprite5sprite6sprite8sprite10Sounds BackgroundsPathsScripts Data Files Time LinesObjects  obj_playerobject1object2object3object4object5object6object8 obj_inventoryRoomsroom0 rm_inventory Game Information Game Options