We'll, i've searched code base, different forums(wonder if a search in one forum is different from another) for multiple things, but all seems hopeless. I can't get it to print to the screen for the menu. I'm sure i could get it to do the rest, but i need to save space, so i won't use pictures. Here's the main source, 9xx lines
rem Make picture maps
rem Add day night and background scene
rem ////endnotes\\
rem Print instructions
set cursor 100,40
print "Press E/Escape Key to exit"
set cursor 100,60
print "Press the arrow keys to move"
set cursor 100,80
print "Press R to toggle movement modes"
set cursor 100,100
print "Press P/O to toggle camera"
set cursor 100,120
print "Press ctrl for god speed"
set cursor 100,140
print "Made by the Inerth Team"
suspend for key
cls
rem Set screen options
rem hide mouse
autocam off
set camera range 1,90000
sync on
rem Start positioning
x#=5000
z#=2500
plife#=100000
wpower# = 100
wpspeed = 10
rem Force area for test
area = 3
rem Set major anchor point
areaswap:
rem Store monsters data
dim monsterhp(5,10)
for x = 0 to 5
if area = 0 then monsterhp(x,1) = 5000
if area = 1 then monsterhp(x,1) = 2000
if area = 0 then monsterhp(x,3) = 5000
if area = 3 then monsterhp(x,3) = 10000
if area = 3 then monsterhp(x,1) = 10000
if area = 1 then monsterhp(x,3) = 2000
if area = 2 then monsterhp(x,1) = 3000
if area = 2 then monsterhp(x,3) = 3000
monsterhp(x,2) = x
next x
rem Prepare Settings
gosub createworld
gosub createplayer
gosub createplants
gosub createmonsters
remstart Make music
rem Only in the desert
if area = 0
load music "music/dance of darkness.mid",1
loop music 1
endif
rem Only in the cave
if area = 1
load music "music/my mind wanders.mid",1
loop music 1
endif
rem Only in the meadow
if area = 2
load music "music/field.mid",1
loop music 1
endif
rem Only at sky path
if area = 3
load music "music/hidden fury.mid",1
loop music 1
endif
remend
rem Start main loop
do
rem Get & Display Time
ctime$ = get time$()
print ctime$
rem Store old values
oldx# = x#
oldy# = y#
oldz# = z#
rem Scroll the sky
if area = 0
if object exist(102) then scroll object texture 102,0.001,0.0001
if object exist(103) then scroll object texture 103,0.002,-0.002
endif
if area = 2
if object exist(102) then scroll object texture 102,0.001,0.0001
if object exist(103) then scroll object texture 103,0.002,-0.002
endif
if area = 3
if object exist(102) then scroll object texture 102,0.001,0.0001
if object exist(103) then scroll object texture 103,0.002,-0.002
endif
rem Control camera with arrow keys
if escapekey()=1 then end
if inkey$()="e" then end
if upkey()=1 & run = 0 then x#=newxvalue(x#,a#,5) : z#=newzvalue(z#,a#,5)
if upkey()=1 & run = 1 then x#=newxvalue(x#,a#,10) : z#=newzvalue(z#,a#,10)
if controlkey()=1 then x#=newxvalue(x#,a#,50) : z#=newzvalue(z#,a#,50)
if downkey()=1 then x#=newxvalue(x#,a#,-10) : z#=newzvalue(z#,a#,-10)
if leftkey()=1 then a#=wrapvalue(a#-10.0)
if rightkey()=1 then a#=wrapvalue(a#+10.0)
if inkey$()="o" then ha# = ha# + 1
if inkey$()="i" then gosub inventory
if inkey$()="p" then ha# = ha# -1
if inkey$()="r" and run = 0
run = 1
wait 100
endif
if inkey$()="r" and run = 1
run = 0
wait 100
endif
rem Control attacking
if spacekey()=1 & nata = 0
rotate limb 1,1,0,270,0
rem Check to see if attcking anything
for x = msn to men
if object collision(1,x)=1
for msearch = 0 to 5
if x = monsterhp(msearch,3) then minushp = monsterhp(msearch,2)
next msearch
monsterhp(minushp,3) = monsterhp(minushp,3) - wpower#
endif
if object exist(x) then patranome = patranome + 1
next x
wait 100
nata = 1
endif
rem Set some time for person/monster to escape
if dmg = 1
dmgend = dmgend + 1
if dmgend = 50
dmgend = 0
dmg = 0
endif
endif
if nata = 1
rotate limb 1,1,0,0,0
nxa = nxa + 1
if nxa = wpspeed
nata = 0
nxa= 0
endif
endif
rem Reset monster exist varible
patranome = 0
rem Test death
if plife#<1 then end
rem Rotate sword to old position
if spacekey()=0 then rotate limb 1,1,0,0,0
rem Monster attack damage
if dmg = 0
for x = msn to men
if object exist(x)
if object collision(1,x)>0
dmg = 1
plife# = plife# - monsterhp(1,1)
for c=0 to 255 step 20
cls rgb(c,0,0)
if fog available()=1
fog on
fog distance (0)
fog color (c*256*256)
sync
endif
next c
endif
endif
next x
endif
rem Death to the player if no life
if plife#=<1 then end
rem Fix changes
fog off
rem Update character
y#=get ground height(1,x#,z#)+50.0
position object 1,x#,y#,z#
yrotate object 1,a#
rem Handle sliding collision for player object with other objects
if object collision(1,0)>0
x#=oldx#
y#=oldy#
z#=oldz#
endif
rem ////////////////////Area Swapping Code\\\\\\\\\\\\\\\
rem Handle area swapping for object 300
if object exist(300)
if object collision(1,300)>0
if area = 0
area = 1: x# = 4500: z# = 9000: a# = 180: goto byby
endif
if area = 1
area = 0: x# = 4500: z# = 9000: a# = 180: goto byby
endif
if area = 2
area = 0: x# = 8100: z# = 500: a# = 180: goto byby
endif
endif
endif
rem Handle area swapping for object 301
if object exist(301)
if object collision(1,301)>0
if area = 0
area = 2: x# = 4500: z# = 800: a# = 180: goto byby
endif
if area = 1
area = 3: x# = 5000: z# = 9500: a# = 180: goto byby
endif
if area = 3
area = 1: x# = 8250: z# = 800: a# = 180: goto byby
endif
endif
endif
rem Handle sky swapping (310)
if object exist(310)
if object collision(1,310)>0
area = 4: x#=500: z#=500: goto skyz
endif
endif
rem /////////////////////HANDLE SWAPPING ERROR!!!\\\\\\\\\\\\
rem Position camera to the back of the character
cx#=newxvalue(x#,wrapvalue(a#+180),100)
cz#=newzvalue(z#,wrapvalue(a#+180),100)
cy#=get ground height(1,cx#,cz#)+100.0
position camera cx#,cy#+ha#,cz#
rem Point camera at object
point camera x#,y#,z#
rem Ensure player doesn't walk up walls
fx#=0 : fz#=0
for r=0 to 35
ex#=newxvalue(x#,r*10,15)
ez#=newzvalue(z#,r*10,15)
eh#=get ground height(1,ex#+mx#,ez#+mz#)
if eh#<-50.0 then eh#=-50.0
force#=(eh#+50.0)/10.0
fx#=fx#+((ex#-x#)*force#)
fz#=fz#+((ez#-z#)*force#)
next r
x#=x#-(fx#/35.0)
z#=z#-(fz#/35.0)
rem Control monsters
gosub controlmonster:
rem Update screen
sync
rem End main game loop
loop
REM <--//!!!START OF SUB ROUTINES!!!\-->
createworld:
rem Create identfier
make object plain 481,128,128
ghost object on 481
if area = 0 then load image "maps/desertt.bmp",81
if area = 1 then load image "maps/cavet.bmp",81
if area = 2 then load image "maps/meadowt.bmp",81
if area = 3 then load image "maps/sky patht.bmp",81
texture object 481,81
delete image 81
lock object on 481
position object 481,240,165,400
scale object 481,100,100,500
rem Make warp object for all the levels
make object box 300,10000,10000,0
make object box 301,10000,10000,0
if area = 0 then position object 300,5000,0,9800
if area = 0 then position object 301,5000,0,20
if area = 1 then position object 300,5000,0,9800
if area = 1 then position object 301,5000,0,500
if area = 2 then position object 300,5000,0,500
if area = 2 then position object 301,5000,0,9800
if area = 3 then position object 300,5000,0,9800
if area = 3 then position object 301,5000,0,9800
hide object 300
hide object 301
rem Make & set matrix heights
if area = 0 then open to read 1,"feilds/desert.fldl"
if area = 1 then open to read 1,"feilds/cave.fldl"
if area = 2 then open to read 1,"feilds/meadow.fldl"
if area = 3 then open to read 1,"feilds/sky path.fldl"
read string 1,filea$
make matrix 1,10000,10000,25,25
mz = 1
mh$ = ""
mhl$ = ""
repeat
read string 1,mhl$
for mx = 1 to 25
mh$=mid$(mhl$,mx)
mh=val(mh$)*100
set matrix height 1,mx,mz,mh
next mx
mx = 1
mz = mz + 1
until mz = 25
close file 1
update matrix 1
mx = 1
mz = 1
rem Set lighting effects for cave
if area = 1 then color ambient light rgb(0,0,0)
rem Create base sky for other areas
if area = 0
load image "sky/clouds.bmp",3
load object "sky/sky.x",102
scale object 102,5000000,5000000,5000000
position object 102,0,1000,0
texture object 102,3
ghost object on 102
load object "sky/sky.x",103
scale object 103,5000000,5000000,5000000
position object 103,0,1000,0
texture object 103,3
ghost object on 103
scroll object texture 103,0.5,0.2
endif
if area = 2
load image "sky/clouds.bmp",3
load object "sky/sky.x",102
scale object 102,5000000,5000000,5000000
position object 102,0,1000,0
texture object 102,3
ghost object on 102
load object "sky/sky.x",103
scale object 103,5000000,5000000,5000000
position object 103,0,1000,0
texture object 103,3
ghost object on 103
scroll object texture 103,0.5,0.2
endif
if area = 3
load image "sky/sheer.bmp",3
load object "sky/sky.x",102
scale object 102,5000000,5000000,5000000
position object 102,0,1000,0
texture object 102,3
ghost object on 102
load object "sky/sky.x",103
scale object 103,5000000,5000000,5000000
position object 103,0,1000,0
texture object 103,3
ghost object on 103
scroll object texture 103,0.5,0.2
endif
rem Create cave roof
if area = 1
load image "sky/cave.bmp",3
load object "sky/sky.x",102
scale object 102,5000000,5000000,5000000
position object 102,0,900,0
texture object 102,3
ghost object off 102
endif
rem Fix the lighting the cave set
if area = 0 or 2 or 3 then color ambient light rgb(255,255,255)
if area = 1 then color ambient light rgb(0,0,0)
rem Texture matrix according to file
load bitmap filea$,1
get image 1,0,0,256,256
prepare matrix texture 1,1,2,2
delete image 1
rem If at sky path make sky warp
if area = 3
load object "misc/warp.x",310
scale object 310,5000,500,5000
position object 310,5000,get ground height(1,5000,2000),2000
endif
return
createplayer:
rem Create Player
make object sphere 1,10
make object cone 2,1
make mesh from object 1,2
add limb 1,1,1
hide limb 1,1
delete object 2
delete mesh 1
rem Load base weapon for practice
load object "Weaponssword1.x",2
rem make object collision box 2,-3,-3,-3,3,3,3,0
scale object 2,5000,5000,5000
rem Add weapon to player
glue object to limb 2,1,1
rem Make the player a collision box
make object collision box 1,-50.5,-50.5,-50.5,50.5,50.5,50.5,0
return
createplants:
rem Find out how many plants are desired
if area = 0 then open to read 1,"plants/desert.lns"
if area = 1 then open to read 1,"plants/cave.lns"
if area = 2 then open to read 1,"plants/meadow.lns"
if area = 3 then open to read 1,"plants/sky path.lns"
rem Set anchor point
eglan:
rem Load object specified by file
read string 1,filea$
rem Find out how many plants are wanted
read string 1,shmp$
shmp = val(shmp$)
shmp = shmp + 3
read string 1,hmp$
hmp = val(hmp$)
hmp = hmp + 3
rem Start making the plants
for x = shmp to hmp
load object filea$,x
yrotate object x,270
scale object x,5000,5000,5000
rem Add cave effect
if area = 1 then ghost object on x
rem Positioning part
read string 1,xa$
if xa$ = "," then goto eglan
read string 1,za$
if za$ = "," then goto eglan
xa = val(xa$)
za = val(za$)
ya = get ground height(1,xa,za)
position object x,xa,ya,za
rem Go onto the next plant
next x
rem Triple check to make sure it sees if anything after
read string 1,filea$
if filea$ = "," then goto eglan
read string 1,filea$
if filea$ = "," then goto eglan
read string 1,filea$
if filea$ = "," then goto eglan
rem End file
close file 1
rem Set anchor point
enish:
return
rem ////////////////////////////////<>\\\\\\\\\\\\\\\\\
createmonsters:
rem Find out how many monsters are desired
if area = 0 then open to read 1,"enemies/desert.msm"
if area = 1 then open to read 1,"enemies/cave.msm"
if area = 2 then open to read 1,"enemies/meadow.msm"
if area = 3 then open to read 1,"enemies/sky path.msm"
rem Set anchor point
egy:
rem Load object specified by file
read string 1,filea$
rem Find out how many monsters are wanted
read string 1,shmp$
shmp = val(shmp$)
shmp = shmp + 3
read string 1,hmp$
hmp = val(hmp$)
hmp = hmp + 3
read string 1,mhp$
mhp = val(mhp$)
mhp = mhp + 3
rem Start making the monsters
objct = 1
for x = shmp to hmp
load object filea$,x
yrotate object x,270
scale object x,5000,5000,5000
monsterhp(objct,3)=x
objct = objct + 1
rem Save monster numbers for later use
msn = shmp
men = hmp
rem Positioning part
read string 1,xa$
if xa$ = "," then goto egy
read string 1,za$
if za$ = "," then goto egy
xa = val(xa$)
za = val(za$)
ya = get ground height(1,xa,za)
position object x,xa,ya,za
rem Make the monsters collision boxes
make object collision box x,-50.5,-50.5,-50.5,50.5,50.5,50.5,0
rem Go onto the next monster
next x
rem Delete the infinite monster
delete object men
men = men - 1
rem Triple check to make sure it sees if anything after
read string 1,filea$
if filea$ = "," then goto egy
read string 1,filea$
if filea$ = "," then goto egy
read string 1,filea$
if filea$ = "," then goto egy
rem End file
close file 1
rem Set anchor point
endish:
return
controlmonster:
rem Follow to monster attack point monsterhp 6,7,8 are for positions 9 is for attack
objct = 1
for g = msn to men
if objct = 7 then goto flon
if object exist(g)
rem Rid the world of a dead monster
if monsterhp(objct,3)<=0
delete object g
return
endif
monsterhp(objct,6) = object position x(g)
monsterhp(objct,7) = object position y(g)
monsterhp(objct,8) = object position z(g)
point object g,object position x(1),0,object position z(1)
if monsterhp(objct,9)<1
rem If player within view frustrum, activate
ex#=monsterhp(objct,6)-x#
ez#=monsterhp(objct,8)-z#
d#=sqrt(abs(ex#*ex#)+abs(ez#*ez#))
if d#<600.0
rem Monster finds you
monsterhp(objct,9)=1
endif
endif
rem Monster Stalks you till it dies
if monsterhp(objct,9)=1
if area = 3
if monsterhp(objct,6)<x# then monsterhp(objct,6)=monsterhp(objct,6)+5
if monsterhp(objct,6)>x# then monsterhp(objct,6)=monsterhp(objct,6)-5
if monsterhp(objct,8)<z# then monsterhp(objct,8)=monsterhp(objct,8)+5
if monsterhp(objct,8)>z# then monsterhp(objct,8)=monsterhp(objct,8)-5
monsterhp(objct,7) = get ground height(1,monsterhp(objct,6),monsterhp(objct,8))
position object g,monsterhp(objct,6),monsterhp(objct,7),monsterhp(objct,8)
endif
if area = 2
if monsterhp(objct,6)<x# then monsterhp(objct,6)=monsterhp(objct,6)+3
if monsterhp(objct,6)>x# then monsterhp(objct,6)=monsterhp(objct,6)-3
if monsterhp(objct,8)<z# then monsterhp(objct,8)=monsterhp(objct,8)+3
if monsterhp(objct,8)>z# then monsterhp(objct,8)=monsterhp(objct,8)-3
monsterhp(objct,7) = get ground height(1,monsterhp(objct,6),monsterhp(objct,8))
position object g,monsterhp(objct,6),monsterhp(objct,7),monsterhp(objct,8)
endif
if area = 1
if monsterhp(objct,6)<x# then monsterhp(objct,6)=monsterhp(objct,6)+3
if monsterhp(objct,6)>x# then monsterhp(objct,6)=monsterhp(objct,6)-3
if monsterhp(objct,8)<z# then monsterhp(objct,8)=monsterhp(objct,8)+3
if monsterhp(objct,8)>z# then monsterhp(objct,8)=monsterhp(objct,8)-3
monsterhp(objct,7) = get ground height(1,monsterhp(objct,6),monsterhp(objct,8))
position object g,monsterhp(objct,6),monsterhp(objct,7),monsterhp(objct,8)
endif
if area = 0
if monsterhp(objct,6)<x# then monsterhp(objct,6)=monsterhp(objct,6)+4
if monsterhp(objct,6)>x# then monsterhp(objct,6)=monsterhp(objct,6)-4
if monsterhp(objct,8)<z# then monsterhp(objct,8)=monsterhp(objct,8)+4
if monsterhp(objct,8)>z# then monsterhp(objct,8)=monsterhp(objct,8)-4
monsterhp(objct,7) = get ground height(1,monsterhp(objct,6),monsterhp(objct,8))
position object g,monsterhp(objct,6),monsterhp(objct,7),monsterhp(objct,8)
endif
endif
position object g,monsterhp(objct,6),monsterhp(objct,7),monsterhp(objct,8)
endif
objct = objct + 1
next g
flon:
objct = 1
return
rem BLOCK OFF!!!!!!!
end
byby:
for x = 1 to 10000
if object exist(x) then delete object x
next x
for x = 1 to 5
if matrix exist(x) then delete matrix x
next x
undim monsterhp
goto areaswap
return
rem /////////////////First City~City of the Sky, Let your dreams sore for you have done it all\\\\\\\\
rem City of the first npc, City of the admins and higher level players, The city of Sylest
rem Need to change the title
rem ////////////////AlternetArea\\\\\\\\\\
Skyz:
x#=5000
z#=5000
for x = 1 to 10000
if object exist(x) then delete object x
next x
for x = 1 to 5
if matrix exist(x) then delete matrix x
next x
undim monsterhp
rem Create Player
make object sphere 1,10
make object cone 2,1
make mesh from object 1,2
add limb 1,1,1
hide limb 1,1
delete object 2
delete mesh 1
rem Load base weapon for practice
load object "Weaponssword1.x",2
rem make object collision box 2,-3,-3,-3,3,3,3,0
scale object 2,5000,5000,5000
rem Add weapon to player
glue object to limb 2,1,1
rem Make the player a collision box
make object collision box 1,-50.5,-50.5,-50.5,50.5,50.5,50.5,0
rem Create identfier
make object plain 481,128,128
ghost object on 481
load image "maps/skyt.bmp",81
texture object 481,81
delete image 81
lock object on 481
position object 481,240,165,400
scale object 481,100,100,500
rem Make & set matrix heights
open to read 1,"feilds/sky.fldl"
read string 1,filea$
make matrix 1,10000,10000,25,25
mz = 1
mh$ = ""
mhl$ = ""
repeat
read string 1,mhl$
for mx = 1 to 25
mh$=mid$(mhl$,mx)
mh=val(mh$)*100
set matrix height 1,mx,mz,mh
next mx
mx = 1
mz = mz + 1
until mz = 25
close file 1
update matrix 1
mx = 1
mz = 1
rem Make backdrop vivid
color backdrop 255
rem Create base sky for other areas
load image "sky/clouds.bmp",3
load object "sky/sky.x",102
scale object 102,5000000,5000000,5000000
position object 102,0,-5,0
texture object 102,3
ghost object on 102
load object "sky/sky.x",103
scale object 103,5000000,5000000,5000000
position object 103,0,-10,0
texture object 103,3
ghost object on 103
scroll object texture 103,0.5,0.2
rem Fix the lighting the cave set
color ambient light rgb(255,255,255)
rem Texture matrix according to file
load bitmap filea$,1
get image 1,0,0,256,256
prepare matrix texture 1,1,2,2
delete image 1
rem Make back warp(see npc)
rem Add first shop and npc
load object "misc/npcshop1.x",600
position object 600,7000,get ground height(1,7000,7000),7000
scale object 600,130,130,130
make object sphere 601,50
make object collision box 601,-25,-25,-25,25,25,25,0
position object 601,6800,get ground height(1,6800,6800)+25,6800
rem Add plants
open to read 1,"plants/sky.lns"
rem Set anchor point
lak:
rem Load object specified by file
read string 1,filea$
rem Find out how many plants are wanted
read string 1,shmp$
shmp = val(shmp$)
shmp = shmp + 3
read string 1,hmp$
hmp = val(hmp$)
hmp = hmp + 3
rem Start making the plants
for x = shmp to hmp
load object filea$,x
yrotate object x,270
scale object x,5000,5000,5000
rem Positioning part
read string 1,xa$
if xa$ = "," then goto eglan
read string 1,za$
if za$ = "," then goto eglan
xa = val(xa$)
za = val(za$)
ya = get ground height(1,xa,za)
position object x,xa,ya,za
rem Go onto the next plant
next x
rem Triple check to make sure it sees if anything after
read string 1,filea$
if filea$ = "," then goto lak
read string 1,filea$
if filea$ = "," then goto lak
read string 1,filea$
if filea$ = "," then goto lak
rem End file
close file 1
rem Start main loop
do
rem Handle first npc
if object collision(1,601)>0
rem Create identfier
make object plain 602,192,192
rem ghost object on 602
load image "misc/npc1.bmp",81
texture object 602,81
delete image 81
lock object on 602
position object 602,220,130,400
scale object 602,100,100,500
do
if inkey$()="y" then area = 3: x#= 5000: z#= 2500: a# = 360: goto byby
if inkey$()="n" then exit
sync
loop
delete object 602
endif
rem Get & Display Time
ctime$ = get time$()
set cursor 0,0
print ctime$
rem Store old values
oldx# = x#
oldy# = y#
oldz# = z#
rem Scroll the sky
if object exist(102) then scroll object texture 102,0.001,0.0001
if object exist(103) then scroll object texture 103,0.002,-0.002
rem Control camera with arrow keys
if escapekey()=1 then end
if inkey$()="e" then end
if upkey()=1 & run = 0 then x#=newxvalue(x#,a#,5) : z#=newzvalue(z#,a#,5)
if upkey()=1 & run = 1 then x#=newxvalue(x#,a#,10) : z#=newzvalue(z#,a#,10)
if controlkey()=1 then x#=newxvalue(x#,a#,50) : z#=newzvalue(z#,a#,50)
if downkey()=1 then x#=newxvalue(x#,a#,-10) : z#=newzvalue(z#,a#,-10)
if leftkey()=1 then a#=wrapvalue(a#-10.0)
if rightkey()=1 then a#=wrapvalue(a#+10.0)
if inkey$()="i" then gosub inventory
if inkey$()="o" then ha# = ha# + 1
if inkey$()="p" then ha# = ha# -1
if inkey$()="r" and run = 0
run = 1
wait 100
endif
if inkey$()="r" and run = 1
run = 0
wait 100
endif
rem Update character
y#=get ground height(1,x#,z#)+50.0
position object 1,x#,y#,z#
yrotate object 1,a#
rem Handle sliding collision for player object with other objects
if object collision(1,0)>0
x#=oldx#
y#=oldy#
z#=oldz#
endif
rem Position camera to the back of the character
cx#=newxvalue(x#,wrapvalue(a#+180),100)
cz#=newzvalue(z#,wrapvalue(a#+180),100)
cy#=get ground height(1,cx#,cz#)+100.0
position camera cx#,cy#+ha#,cz#
rem Point camera at object
point camera x#,y#,z#
rem Ensure player doesn't walk up walls
fx#=0 : fz#=0
for r=0 to 35
ex#=newxvalue(x#,r*10,15)
ez#=newzvalue(z#,r*10,15)
eh#=get ground height(1,ex#+mx#,ez#+mz#)
if eh#<-50.0 then eh#=-50.0
force#=(eh#+50.0)/10.0
fx#=fx#+((ex#-x#)*force#)
fz#=fz#+((ez#-z#)*force#)
next r
x#=x#-(fx#/35.0)
z#=z#-(fz#/35.0)
rem Update screen
sync
rem End main game loop
loop
return
rem Inventory screen
inventory:
sync
set text opaque
draw to front
do
text 100,100,"test"
loop
rem Make the inventory screen
suspend for key
return
Thanks alot for all your help.
I've got thwe program to do what I want. I'll leave the source code up to inspire whoever... Thanks alot.