Thanks Khris again for your help, though I actually solved this moments before your post. I was missing the "RunInteraction(inventory)" part, I've implemented this a bit differently to how I think you mentioned. The code for my verb coin buttons now read:
Code: ags
function Button1_OnClick(GUIControl *control, MouseButton button)
{
if (gInventory.Visible == false)
{
ProcessClick (mousex, mousey, eModeTalkto);
gVerbcoin.Visible = false;
}
else if (gInventory.Visible == true)
{
inventory[game.inv_activated].RunInteraction(eModeTalkto);
gVerbcoin.Visible = false;
}
}