This script allows you to bring up the “Use Key Item” box on the press of a button. When you select an item, it then activates the event directly in front of the player.
Using EVENTING knowledge, you can set up conditional branches that contain ‘script’ condition to tell the event what to do when the item the player selected is used on that event.
You can use the other categories (items, weapons, armors) by scrolling between them in the item window. ALL items are capable of being used unlike the regular use key item event command.
This was designed for a more “adventure” style game.
Get it here >
Very nice. Funny, I was talking to a friend of mine about adding something like this for chests and now I can. Thanks a bunch!
This script is just what I needed for my Rune Factory based game :). Thank you for the effort in making it. I had one question though about the “use_key?” part of the script. Even though let’s say someone shows an item to a villager that doesn’t need what you are giving them. Can you still set it so that this person can take the item anyway at random? Or do I have to preset all the items in order to do that?
There’s no method to remove the item used as part of the script. It sounds like something handy to have, I will add it when I have time
This function doesn’t work on events that don’t have the Same as Character property. Might you be willing to change that?
Also, there’s a bit odd of a function when it comes to items while facing things that are below or above characters.
Say for example I have a door event one tile below the character that’s Above Character and under that event is a impassable tile. I’d have it so beneath the character’s feet is an event where the character must be facing down to activate the event, the event being if you have a key and Switch 1 is on (meaning the door is locked) and you use the key while over that event, you’ll unlock the door, and if you have a key and Switch 1 is off (the door is unlocked), and you use the key while over that event, you’ll lock the door. That won’t work for me. Now, if I turn this event to Same as Characters, it will work and you can lock/unlock the door.
-But I can stand one tile above the Below Characters event that is used to unlock the door, and use the key to lock/unlock the door. Which means you can use items on events you are normally supposed to be activate-able when “above” or “below” you.
Unfortunately I don’t have time to modify scripts as I am very busy with other work. Sorry
If I remind you in some amount of time (more than two weeks obviously lol) might you get to it when you can?
Feel free to remind me then, I’ll see how my workload is :)
Hello Galv, I was wondering if it was possible to use healing items on the player character with this script?
Not without modification. This script is for using items on events, not actors.
is it possible to manually activate the window by calling it via a scriptblock in a event?
It wasn’t designed to do that, sorry. Might take some tweaking to make that work but I don’t have time for requests.
Ok, no Problem. If I found a solution that works, I send it to you, if you want.
please send it to this comment. That will help a lot of people :)
I would be very interested to see your solution :>
Is it possible to combine 2 items to make a new item using this script? thanks. CM.
This script brings up a menu that allows a player to choose an item and use it on an event. Anything beyond that – if you cannot do it with eventing – sorry, nope.
Hi, so this script is colliding with another script.
When I bring up the menu and select an item, it brings up another modded menu.(A relationship screen I added)
I was wondering if you could point me to about where I could look in the script to fix this.
If not, its okay =)
In the script settings you’ll need to change the button
BUTTON = :X # Button to call Key Item window (:X is “a”)
Press F1 when playtesting your game to see what control button relates to keyboard key
Hey galv, just a little help? How can I change the window to the middle or bottom of the screen instead of always at the top? Thanks
Need to change it in the script. I recommend asking in the rpgmaker forums for someone to help out :)
Hello Galv, this is such a nice script I’ve been looking for! Just wondering instead of pressing A button to summon up another menu to use the item, can I use the item directly in the item menu? Thank you!
Unfortunately not with the current script
Hi. Is it possible to call the item menu via script call instead the button?
In a script call, you could use: $game_message.item_choice_variable_id = x
where x is the variable ID you use
Hi Galv, Is it possible to change the pop-up box color somewhere in the script? All of my message windows are a nice brown color, so the default blue is a bit jarring! Thanks!
If it doesn’t say you can in the script description then I don’t think I added that. Doesn’t it use default window colors of your message windows?
is it possible to call the window directly in the event
I didn’t think of that when coding it, sorry.
Is there a chance to make this Script to >>>> RpgMaker MV <<<< ?
No, sorry, I no longer make new plugins.