Creating a notebook function for an rpg

hi, I’m creating an action rpg and wanted to add in a notebook with images that players can flip through to give them hints in the game, how would I go about doing this? (I have very very little experience with game design)

Make layer on which you place your notebook
Which would be just sprite object
Now you make another sprite object with each animation being different image you want to display on each page
Next text object you gonna place somewhere on that notebook background
And now you would create structure variable and call it NotebookVar
Add to that structure 2 child variables
One set to number and call it PageN
Other make array and name it Pages
And to that array add child vars with as many pages you want
Where each child would be text var here with text you want to display but d
You can set their text to whatever you want here or via events if via events i explain it on the end

Now you would set animation of your to
NotebookVar.PageN
You can flip pages with left and right keys or buttons you add
However you do it you need 2 actions
Lets go with pressing right key to flip page to next page
Assuming you have 5 pages

Condition
Right key is pressed
Trigger once

Action
Change variable NotebookVar.PageN ADD 1
Change variable NotebookVar.PageN SET TO mod(NotebookVar.PageN,5)

If you would want to view previous page instead of ADD you choose SUBTRACT

Be aware you have 5 pages and in 2nd action end of expression is also 5
BUT you do not go with 1 2 3 4 5 pages
But with 0 1 2 3 4
Since 1st child and first value of variable same as first animation starts from 0
So 0 is your 1st page 1 is your 2nd page and so go on

And that would be pretty much it

For text you set text object to
NotebookVar.Pages[NotebookVar.PageN]

Where all you need to do now in events
Is
Condition
At beginning of scene

Action
Change variable NotebookVar.Pages[0] SET TO “bla bla bla”
Change variable NotebookVar.Pages[1] SET TO “uga buga”
Change variable NotebookVar.Pages[2] SET TO “zzzzzzzz”

And so go on