The first obvious thing is, as I've told you already, that you check GlobalInt 1 twice in your if-clause:
if ((GetGlobalInt(1) == 0) && (GetGlobalInt(1) == 2)
A global integer can't be two values at once. It's either 0 or 2. I guess the second part is supposed to read
(GetGlobalInt(2) == 2)
?
As for your inventory, you say it works in room 1, 2 and 3 but not in 4. How can that be if your inventory is on a fixed-size gui?
How large is your gui? How large is the inventory area?
The default size for inventory slots it 40x22 pixels, so your width should be a multiple of that: You want 4 inv items visible at a time? Make the inventory area 4*40 pixels wide. To set a custom size for inventory slots, use the SetInvDimensions function.
To see how to implement inventory scrolling, I recommend searching the forum, and checking out some templates (unfreezes January 9th) and game sources: Airbreak, Exile, Keptosh.
if ((GetGlobalInt(1) == 0) && (GetGlobalInt(1) == 2)
A global integer can't be two values at once. It's either 0 or 2. I guess the second part is supposed to read
(GetGlobalInt(2) == 2)
?
As for your inventory, you say it works in room 1, 2 and 3 but not in 4. How can that be if your inventory is on a fixed-size gui?
How large is your gui? How large is the inventory area?
The default size for inventory slots it 40x22 pixels, so your width should be a multiple of that: You want 4 inv items visible at a time? Make the inventory area 4*40 pixels wide. To set a custom size for inventory slots, use the SetInvDimensions function.
To see how to implement inventory scrolling, I recommend searching the forum, and checking out some templates (unfreezes January 9th) and game sources: Airbreak, Exile, Keptosh.