Ahh, I'd forgotten about handling inventory clicks in the script. I've set that to "true" now, but you're right - now the character tries to walk to where the inventory is.
Now that you mention it, I can see how it arrives at "walk", but how is interacting with inventory different in the script to interacting with things in the room? The player will still use things in the room, just not the inventory. Is it something to do with
if(GUIControl.GetAtScreenXY(mouse.x, mouse.y)==InvNewInventory){}
to tell it to notice the new inventory underneath it?
Now that you mention it, I can see how it arrives at "walk", but how is interacting with inventory different in the script to interacting with things in the room? The player will still use things in the room, just not the inventory. Is it something to do with
if(GUIControl.GetAtScreenXY(mouse.x, mouse.y)==InvNewInventory){}
to tell it to notice the new inventory underneath it?