Sure; I have this in inventory.def:
INVENTORY_BOX
{
ITEM_WIDTH = 65
ITEM_HEIGHT = 65
SPACING = 10
SCROLL_BY = 1
HIDE_SELECTED = FALSE
AREA { 252, 0, 755, 90 }
WINDOW
{
NAME = "Inventory"
X = 0
Y = 510
WIDTH = 799
HEIGHT = 90
IMAGE = "interface\InventoryDialog\inv_background.png"
MENU = FALSE
BUTTON
{
NAME = "interactInv"
IMAGE = "interface\InventoryDialog\interact_n.png"
IMAGE_HOVER = "interface\InventoryDialog\interact_h.png"
IMAGE_PRESS = "interface\InventoryDialog\interact_d.png"
X = 0
Y = 0
PARENT_NOTIFY = TRUE
}
BUTTON
{
NAME = "lookInv"
IMAGE = "interface\InventoryDialog\look_n.png"
IMAGE_HOVER = "interface\InventoryDialog\look_h.png"
IMAGE_PRESS = "interface\InventoryDialog\look_d.png"
X = 84
Y = 0
PARENT_NOTIFY = TRUE
}
BUTTON
{
NAME = "pointerInv"
IMAGE = "interface\InventoryDialog\pointer_n.png"
IMAGE_HOVER = "interface\InventoryDialog\pointer_h.png"
IMAGE_PRESS = "interface\InventoryDialog\pointer_d.png"
X = 168
Y = 0
PARENT_NOTIFY = TRUE
}
BUTTON
{
NAME = "prev"
IMAGE = "interface\InventoryDialog\arru_n.png"
IMAGE_PRESS = "interface\InventoryDialog\arru_d.png"
X = 755
Y = 0
PARENT_NOTIFY = TRUE
}
BUTTON
{
NAME = "next"
IMAGE = "interface\InventoryDialog\arrd_n.png"
IMAGE_PRESS = "interface\InventoryDialog\arrd_d.png"
X = 755
Y = 45
PARENT_NOTIFY = TRUE
}
}
}
And if I rename the prev and next buttons to anything else, the button animation works, but as-is, it doesn't seem to respond. Any ideas??
If there is a manual command for scrolling through the inventory besides using "next" and "prev", it would be easy enough to name them something else and then script the action in an "on" event statement.