Ok, well so far I have been working on an inventory script that has five categories (weapons, items, potions, and spells). When the player presses "T" the inventory opens on weapons and if the player presses "T" again it goes to the next category. But, I have two problems.
1 - The cursor does not move at all so I can't click on anything in the inventory.
2 - When I pickup the sword (Steel Longsword), the icon for it does not display in the inventory under the weapons category or anywhere else.
Here is the main inventory script (put into a trigger zone)
; Requires Ply's Mod V1.07 or Higher
desc = Inventory System
;Triggers
;Load BG
:state=0:dimvar=InvOpen,dimvar=InvPage
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore/huds/Inventory/Main/Inv_Weaps.png,hudname=Main_Weaps,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore/huds/Inventory/Main/Inv_Items.png,hudname=Main_Items,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore/huds/Inventory/Main/Inv_Potions.png,hudname=Main_Potions,hudhide=1,hudmake=display
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=gamecore/huds/Inventory/Main/Inv_Spells.png,hudname=Main_Spells,hudhide=1,hudmake=display
:state=0:hudreset,hudx=8,hudy=4,hudimagefine=gamecore/huds/Inventory/Main/Inv_Close.png,hudname=Main_Close,hudhide=1,hudmake=button
;Load Weapon HUDs
:state=0:hudreset,hudx=12,hudy=10,hudimagefine=gamecore/huds/Inventory/Weapons/Inv_SL.png,hudname=Weap_SL,hudhide=1,hudmake=button
;Load Weapon Variables
:state=0:dimvar=SteelLongsword,setvar=SteelLongsword 0
;Scroll Through Inventory
:state=0:state=1
:state=1,etimergreater=800,keypressed=20 1:hudunshow=Main_Items,hudunshow=Main_Potions,hudunshow=Main_Spells,hudshow=Main_Weaps,hudshow=Main_Close,startmenu,hudshow=pointer,etimerstart,setvar=InvOpen 1,setvar=InvPage 1,state=2
:state=2,etimergreater=800,keypressed=20 1:hudreset,hudshow=Main_Items,hudshow=Main_Close,startmenu,hudshow=pointer,etimerstart,setvar=InvOpen 1,setvar=InvPage 2,state=3
:state=3,etimergreater=800,keypressed=20 1:hudreset,hudshow=Main_Potions,hudshow=Main_Close,startmenu,hudshow=pointer,etimerstart,setvar=InvOpen 1,setvar=InvPage 3,state=4
:state=4,etimergreater=800,keypressed=20 1:hudreset,hudshow=Main_Spells,hudshow=Main_Close,startmenu,hudshow=pointer,etimerstart,setvar=InvOpen 1,setvar=InvPage 4,state=1
;Display Weapons If PLayer Has Them
:state=1,varequal=SteelLongsword 1,varequal=InvPage 1:hudshow=Weap_SL
:state=1,varequal=SteelLongsword 0:hudunshow=Weap_SL
:state=1,varnotequal=InvPage 1:hudunshow=Weap_SL
And here is the sword script (placed as the main script in the sword)
;Artificial Intelligence Script
;Header
desc = Instant On
;Triggers
:state=0:fpgcrawtextsize=20,fpgcrawtextfont=arial,fpgcrawtextr=200,fpgcrawtextg=200,fpgcrawtextb=200,fpgcrawtextx=50,fpgcrawtexty=80,state=1
:state=1,plrdistfurther=42:fpgcrawtextoff
:state=1,plrdistwithin=42:fpgcrawtext="E" Take Steel Longsword
:state=1,plrdistwithin=42,scancodekeypressed=18:playertake,sound=audiobank\1 Others\Medieval\Oblivion\fx\itm\sword_take.wav,state=2
:state=2:fpgcrawtextoff,setvar=SteelLongsword 1
;End of Script
Any help would be great because I have been stuck on this for a while and found no solution.