Thanks. After some research I was kind of able to mimic what you did with the int and String arrays in a blank game.
I'm curious though, (and I've attached an image) how I could apply this to inventory images that return an image value that is always in the same spot even though the inventory positions will change once they are used?
Since the inventory is already stored, do I need to create an array for that, or are the arrays specifically for the return values?
In theory, (forgive me, still learning) could I do something like this?
Code: ags at the top of the global script to create the array for the window images
Code: ags to set the descriptions
and then populate that information into this?:
Code: ags
I appreciate the patience, trying to study up on my own as much as possible

I'm curious though, (and I've attached an image) how I could apply this to inventory images that return an image value that is always in the same spot even though the inventory positions will change once they are used?
Since the inventory is already stored, do I need to create an array for that, or are the arrays specifically for the return values?
In theory, (forgive me, still learning) could I do something like this?
int image[20];
function game_start() {
image[iTickets.ID] = bWindowTickets; // keycard sprite
image[iBlender.ID] = bWindowBlender;
image[iGlove.ID] = bWindowGlove;
// trying to connect array GUI buttons to their inventory counterparts
}
and then populate that information into this?:
InventoryItem* prevItem;
function handle_inv_images() {
InventoryItem* currentItem = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
if (currentItem != prevItem) {
if (prevItem != null) {
// Mouse OFF the current item
// cleanup here, possibly only if currentItem == null
bDefaultWindow.Visible=true;
}
if (currentItem != null) {
// mouse OVER currernt item
// display info GUI, etc.
bDefaultWindow.Visible=false;
//populate the windows here?
}
}
prevItem = currentItem;
}
I appreciate the patience, trying to study up on my own as much as possible
