This is a very aggravating setback and I have scoured the help file and Forums for a good 2 hours. So I have somehow accrued two problems:
1. My inventory button, in-game, will not bring up the inventory window. All other buttons on the screen work.
2. As I was trying to find a solution to that problem, the game suddenly began flashing this message: Error (line 63): Undefined token 'show_inventory_window'
I have never even touched this area yet, so I have no idea where it came from. Here is the scripting that it refers to:
#sectionstart btnIconInv_Click // DO NOT EDIT OR REMOVE THIS LINE
function btnIconInv_Click(GUIControl *control, MouseButton button) {
show_inventory_window();
}
Your two problems are really one.
The function btnIconInv_Click() is called if you click the inventory button.
It in turn calls the function show_inventory_window().
The error message you get indicates that the declaration of the show_inventory_window() function has been removed or tampered with.
This is the original code, from the default game:
function show_inventory_window () {
// This demonstrates both types of inventory window - the first part is how to
// show the built-in inventory window, the second part uses the custom one.
// Un-comment one section or the other below.
// ** DEFAULT INVENTORY WINDOW
// InventoryScreen();
// ** CUSTOM INVENTORY WINDOW
gInventory.Visible = true;
// switch to the Use cursor (to select items with)
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
}
Put it back into the global script, somewhere above the snippet you posted.
That did it :) Thank you very much