On three of my rooms, I try pressing the inventory scroll button on the inventory gui and the game shows the loading cursor and dosin't stop. this only happens on three of the rooms. I have been looking through the script and I cain't find a problem. also I can only use the inventory gui once on the last room. I'm using the enhanced verb coin module. this may have somthing to do with it.
I think it's quite possibly a problem on scripting. If you didn't post the related codes and info. we can't help you much.
ok heres the code
invMain.ScrollDown();
the name of the inventory box is invMain
here is the code for inventory on enhanced verbcoin scripting
function on_key_press(int keycode) {
if (keycode==9){ // press TAB key
if (gGui3.Visible == false){
gGui3.Visible = true;
player.ActiveInventory = null;
mouse.Mode = eModeInteract;
inv_entered = true;
custom_1 = null;
custom_2 = null;
custom_3 = null;
custom_4 = null;
}
else{
gGui3.Visible = false;
if (mouse.Mode != eModeUseinv){ //if you don't have an inventory-item activated
mouse.Mode = eModeWalkto;
player.ActiveInventory = null; //go back to regular cursor mode
}
custom_1 = null;
custom_2 = null;
custom_3 = null;
custom_4 = null;
}
}
if (keycode==32){ //SPACE BAR = left-click
if (gGui3.Visible == false){
location_name = Game.GetLocationName(mouse.x, mouse.y); //get the name of whatever you clicked on
clicked = 1;
}
else{
if (player.ActiveInventory == null){ //if you have no inventory item selected
clicked = 1;
}
else{
if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y) != null){
InventoryItem* item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if (item.IsInteractionAvailable(eModeUseinv) == true){
item.RunInteraction(eModeUseinv);
}
}
}
}
mousex = mouse.x; //we set these params to store the exact location of
mousey = mouse.y; //where you clicked
guix = mousex - gGui2.Width/2; //we set the location of the GUI
guiy = mousey - gGui2.Height/2; //and center it
if (guix < 0) guix = 0; if (guix > verbc_border_x) guix = verbc_border_x;
if (guiy < 0) guiy = 0; if (guiy > verbc_border_y) guiy = verbc_border_y;
}
if(keycode==13){ //ENTER = right-click
if (gGui3.Visible == false){
if (mouse.Mode == eModeWalkto){
gGui3.Visible = true;
player.ActiveInventory = null;
mouse.Mode = eModeInteract;
inv_entered = true;
custom_1 = null;
custom_2 = null;
custom_3 = null;
custom_4 = null;
}
else{
mouse.Mode = eModeWalkto;
player.ActiveInventory = null;
}
}
else{
if (mouse.Mode != eModeInteract){
mouse.Mode = eModeInteract;
player.ActiveInventory = null;
}
else{
gGui3.Visible = false;
if (mouse.Mode != eModeUseinv){ //if you don't have an inventory-item activated
mouse.Mode = eModeWalkto;
player.ActiveInventory = null; //go back to regular cursor mode
}
custom_1 = null;
custom_2 = null;
custom_3 = null;
custom_4 = null;
}
}
}
}
function on_mouse_click(int button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
/*RIGHT-CLICK*/
if (button==eMouseRight) {
if (gGui3.Visible == false){ // if inventory not active
if (mouse.Mode == eModeWalkto){ // and you're not holding an active item or something
gGui3.Visible = true; // activate the inventory
player.ActiveInventory = null;
mouse.Mode = eModeInteract;
inv_entered = true;
custom_1 = null;
custom_2 = null;
custom_3 = null;
custom_4 = null;
}
else{
mouse.Mode = eModeWalkto;
player.ActiveInventory = null;
}
}
}