To bring up a seperate inventory you need to use effect number 52 to change the inventory and 62 to open the inventory.
It'll probably look like this:
Address Changer;//name---------------------------------------
40;//identifier
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
46;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
0;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
use.wav;//sound, none for nothing
2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
end_conditions;
begin_effects;
52;//effect number
1.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
62;//effect number
1.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
35;//effect number - Enables restore player's inventory
96.000000;//parameter1
1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
The player's inventory needs to be changed back to the normal inventory after use. This can be done with a script.
Restore players Inventory;//name
96;//identifier
1;//run without calling (set to 0 if you use the script for example as a wield script)
0;//call position, 0=player location, 1=mouse location
0;//calling creature 0=player, 1=creature nearest to the mouse, 2=player controlled creature
50;//run every n milliseconds
none;//message
0;//message type, 0=quick message, 1=journal
none;//sound, none for nothing
0;//delay script for n seconds after conditions met
1;//disabled after first use, 0=no, 1=yes
begin_conditions;
end_conditions;
begin_effects;
52;//effect number
0.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
The "address inventory" should be filled with items that change the player's "address bar" through effect 17. If the inventory is empty when used then Notrium will crash
You can give items to this special inventory by using effect number 16 and changing the 3rd parameter to 1 as the player has inventories 0 to 20. 0 is default. 1 will be the address inventory.
Now you'll need multiple plot_objects to detect what the player's bar is, then use it to transport the player.
One of them might look something like this:
Address Transporter 1;//name---------------------------------------
40;//identifier
-1;//map type to place to -1=any map 0=> type from areas.dat
0;//plot_object class
46;//object definition number
0;//number of objects to be placed
0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
0.000000;//location parameter0
0.000000;//location parameter1
0.000000;//location parameter2
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
0;//particle to shown on radar
none;//radiate sound
-1.000000;//time to delete object in milliseconds, -1=don't delete
1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
0;//trigger event parameter1
1;//show help text for conditions
begin_effects_block;
none;//event text
use.wav;//sound, none for nothing
2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
begin_conditions;
38;//condition - Detects what value the bar is
5.000000;//condition parameter0 - The address bar number (change this for different addresses)
0.000000;//condition parameter1
end_conditions;
begin_effects;
21;//effect number
-1.000000;//parameter1 - Keep this as -1 to make life easier
5.000000;//parameter2 - Change this to the plot_object the player will transport to
0.000000;//parameter3 - Change this to 1 if you want nearby creatures to be transported too
0.000000;//parameter4
end_effects;
end_effects_block;
In short, the player right clicks on a plot_object which accesses a special inventory with a list of different items. Each items changes the player's address bar (through effect 17). When the player is ready they will walk over different plot_objects stacked over each other. Only one will activate, transporting the player to its destination.