Well, that's pretty straightforward, haha. I was doing it the bad way: simulating keypresses when the mouse wheel is moved if the menu is open. That didn't work.
Now, I have put an 'updating' event in the "Call Menu" behaviour, just to test it in that window, and inside is an if-otherwise statement checking for mouse wheel updates. It's not updating, however. Is there any reason that the behaviour might not be updating? Actually, it's attached to the player, which is pauseable. That might be it.
Where should I put this 'updating' event, then? In the Scene Events? Is there a better way to check for mouse updates?
Also, is there any extra work I would have to do to make it so that up/down scroll moves it left/right in the top area (that selects things like Inventory, Crafting, Use Item, Move Item, and Reset Level), and once one of those is selected, the scroll up/down moves up and down in those menus?
Actually, I'd probably have to have custom controls per interface. How do I get the current screen the player is interacting with? With that, I can control what events need to be called, and from what controls.
Sorry for like, rambling on and sort of answering some of my own questions as I wrote this, haha.
Also, while testing this out, I found a glitch: the player could still place objects while the game was paused. Fixed it, of course. :p