PLK_Discard&keep
A downloadable game
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When an NPC walks past, the discarded items will disappear.
Step | How to Use | Description |
1 | Set Toggle Key | You can change the key for toggling the Item List window by modifying the Toggle Key parameter in the Plugin Manager (default: r). |
2 | Toggle the Item List Window | Press the key set in Toggle Key to open or close the Item List window on the map. |
3 | Select the Item to Discard | When the window is open, click or press OK/Enter on the item you want to discard. |
4 | Choose the Quantity to Discard | After selecting an item, a window will appear to choose the quantity (use the ↑/↓ keys to adjust, then press OK/Enter to confirm). |
5 | Drag the Item to Discard | To discard immediately, you can drag the item outside the window or off-screen, which will discard one unit at a time. |
6 | Create Discarded Item | When an item is discarded, the system will create a discarded item on the ground by displaying its icon. This icon remains even if the player transfers to another map. |
7 | Retrieve the Discarded Item | When the player collides with the location of the discarded item's icon, the item is retrieved back into the inventory and the discarded item is removed. |
8 | Use Plugin Command | You can also open the Item List window via a Plugin Command by using the command openItemWindow in the Plugin Manager. |
Tag Combination | Usage | Effect |
No Tag (for Player) | (No tag required for the player.) | The player picks up a dropped item on collision, adding it to the inventory and removing the drop. |
<CollectItem> | Attach to an NPC/event that should immediately collect the drop upon collision (without chasing). | The NPC/event instantly collects the drop when on the same tile. |
<runItem> | Attach to an NPC/event that should chase dropped items. | The NPC/event will continuously chase the nearest dropped item but will not process it on collision by itself. |
<runItem> + <CollectItem> | Attach both tags to an NPC/event. | The NPC/event will chase the drop and, upon reaching the same tile, collect it. |
<DeleteItem> | Attach to an event (or NPC without <runItem>) that should immediately delete a drop upon collision (without collecting it). | When the event collides with a dropped item, the drop is immediately removed without being added to the inventory. |
<runItem> + <DeleteItem> | Attach both tags to an NPC/event. | The NPC/event will chase the drop and, upon reaching the same tile, delete it. |
<Deletenpc> | Attach this tag to an NPC/event if it should be removed urgently when colliding with a drop. | When an event with <Deletenpc> collides with a drop, it is erased immediately (its self-switch is set or it is removed via its erase function) and the drop is removed. |
<OpenSwitchA> | Attach to an event if you want its self‑switch A to be turned on immediately when it collides with a drop (and the event does not also have <Deletenpc>). | When an event with <OpenSwitchA> collides with a drop, its self‑switch A is turned on immediately (via $gameSelfSwitches.setValue). |
<OpenSwitchA> + <Deletenpc> | Attach both tags to an event if you want the self‑switch A to be activated first, and then the event to be erased. | When an event with both tags collides with a drop, its self‑switch A is turned on first, then the event is erased immediately, and the drop is removed. |
<RunSpeed: X,Y> | Attach to an NPC with <runItem>. For example, <RunSpeed: 0.5,35> sets a delay of 35 frames between move commands. | The NPC will move only once every Y frames while chasing a drop (slowing down the chase). The first value (X) is available for further customization if needed. |
Additional Notes:
- Player Behavior: The player always picks up dropped items on collision regardless of any NPC or event tags.
- Chasing vs. Immediate Action:
- NPCs/events without
<runItem>
but with<CollectItem>
or<DeleteItem>
process the drop immediately upon collision. - NPCs with
<runItem>
will chase the drop; if combined with<CollectItem>
they will collect it, or with<DeleteItem>
they will delete it when reaching the drop. - An NPC with
<runItem>
alone will simply chase the drop without processing it.
- NPCs/events without
- Event Removal vs. Switch Activation:
<Deletenpc>
causes the event to be erased immediately.<OpenSwitchA>
causes the event’s self‑switch A to be turned on immediately.- If both are present,
<OpenSwitchA>
is triggered first, then<Deletenpc>
erases the event.
- Customizing Chase Speed:
- Use
<RunSpeed: X,Y>
to adjust the delay between moves (Y frames). Increase Y for a slower chase.
- Use
Place these tags in your event note fields in RPG Maker MZ to control interactions with dropped items. Adjust the values as needed for your project.
Published | 4 hours ago |
Status | Released |
Author | Palatkorn |
Tags | RPG Maker MZ |
Purchase
Buy Now$3.00 USD or more
In order to download this game you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:
PLK_Discard&keep.js 300 kB
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