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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.
  • 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.

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
StatusReleased
AuthorPalatkorn
TagsRPG 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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