item_name = {} PQ_item = {} --adjusts location of player inventory on screen local invx = 10 local invy = 8 local text_size = 3 local panel_width = 9 --adjusts the size of the panel behind the inventory screen (make is larger if you have long item names local show_inv = 0 --set to 1 to show inventory on screen at start (otherwise press i to toggle it) max_items = 9 --change if you want player to be able to hold more items local inv_pressed = 0 function player_inventory_init(e) --set up player's starting quantity of items (all items set to 0 for speed) for a = 1, max_items do PQ_item[a] = 0 end --name all items here (must name them all or you will get errors) item_name[1] = "Scrap Metal" item_name[2] = "Paper" item_name[3] = "Cloth" item_name[4] = "Pencil" item_name[5] = "Rubber Band" item_name[6] = "Matchstick" item_name[7] = "Broken Mirror Shard" item_name[8] = "Spent Bullet Case" item_name[9] = "Old Cheese" end function player_inventory_main(e) if GetScancode() == 23 and inv_pressed == 0 then inv_pressed = 1 if show_inv == 0 then show_inv = 1 else show_inv = 0 end end if show_inv == 1 then local ix = invx local iy = invy Panel(ix - panel_width,iy - (text_size*2), ix + panel_width, iy + (text_size*max_items)) TextCenterOnX(ix,iy-text_size,text_size,"INVENTORY") for a = 1, max_items do TextCenterOnX(ix,iy,text_size,item_name[a].." x "..PQ_item[a]) iy = iy + text_size end end if GetScancode() == 0 then inv_pressed = 0 end end function player_inventory_exit(e) end