You didn't have to make any changes in the if (interface == ICONBAR) part of the script.
The code I posted is further up the global script, it's a function that tells AGS whether to use the in-built inventory window, or the INVENTORY GUI. So, in what you pasted, change:
Ã, Ã, if (button == 4) {Ã, // show inventory
Ã, Ã, Ã, function show_inventory_window () {
Ã, GUIOn (INVENTORY);Ã,Â
Ã, // switch to the Use cursor (to select items with)
Ã, SetCursorMode (MODE_USE);
Ã, // But, override the appearance to look like the arrow
Ã, SetMouseCursor (6);
Ã, Ã, }
back to
Ã, Ã, if (button == 4) {Ã, // show inventory
Ã, Ã, Ã, show_inventory_window ()
Ã, Ã, }
and make the changes to the function script - it starts around line 17 of the global script, and should look exactly as I showed, since I just copy & pasted it. Sorry if I was unclear in my last post, hopefully it makes more sense this time.
The code I posted is further up the global script, it's a function that tells AGS whether to use the in-built inventory window, or the INVENTORY GUI. So, in what you pasted, change:
Ã, Ã, if (button == 4) {Ã, // show inventory
Ã, Ã, Ã, function show_inventory_window () {
Ã, GUIOn (INVENTORY);Ã,Â
Ã, // switch to the Use cursor (to select items with)
Ã, SetCursorMode (MODE_USE);
Ã, // But, override the appearance to look like the arrow
Ã, SetMouseCursor (6);
Ã, Ã, }
back to
Ã, Ã, if (button == 4) {Ã, // show inventory
Ã, Ã, Ã, show_inventory_window ()
Ã, Ã, }
and make the changes to the function script - it starts around line 17 of the global script, and should look exactly as I showed, since I just copy & pasted it. Sorry if I was unclear in my last post, hopefully it makes more sense this time.