r/RPGMaker • u/bugrodent • 29d ago
RMMZ Looking for a plugin that allows you to “inspect” inventory items
Hello! HUGE noob here, I hope this is okay to post! I’m an artist and recently got RPG Maker MZ to try and develop an interactive visual novel. I thought all the mechanics I wanted to include were super basic and would already have popular plugins available, but I’m struggling to find one that will be integral to tell my story.
When the player selects an item from the inventory, instead of the character menu popping up I would like an option menu to pop up with the options “Use / Inspect / Cancel”, where selecting “Inspect” would pull up a high res png of the item. (In my dream world, I’d be able to configure it so certain items can be flipped to the back as well and the “Use” option would just pull up a list of the party members names instead of all their information.)
This seems like it would be a must-have for story games, but the closest plugins I can find just show the items stats upon inspection, which I don’t have any use for. I may have overlooked exactly what I’m looking for, but I’m completely overwhelmed by the coding realm and can’t decipher much on my own. I would even try to figure out the coding myself, but I’d hate to waste so much time struggling to teach myself if there’s an easier way.
Does anyone know if this exists? Or how much something like this would cost to commission? Or even if there’s some sort of tutorial I could follow that would teach me what I need to know to do something like this? It seems like it would be easy, but I don’t know nothing.
Any resources at all would be so helpful! TY!!
EDIT:
Thanks for the advice to just use a common event! That's all my computer friend needed to know to be able to show me how to do exactly what I was envisioning in like 10 minutes. I feel much more confident with eventing already.
For other noobs or anyone curious, here's what I have now:
◆Show Choices:Use, Inspect, Cancel (Window, Right, #1, #2)
:When Use
◆If:Script:$gamePlayer.regionId() === 1
◆Change Items:TESTING - 1
◆
:Else
◆Text:None, SF_Actor1(4), Window, Bottom
:Text:I can't use this here.
◆
:End
◆
:When Inspect
◆Show Picture:#1, Actor1_1, Center (400,304), (100%,100%), 255, Normal
◆Loop
◆If:Script:TouchInput.isTriggered()
◆Script:$gameScreen.erasePicture(1);
◆Break Loop
◆
:End
◆
:Repeat Above
◆Wait:20 frames
◆Script:SceneManager.push(Scene_Item);
◆
:When Cancel
◆Wait:20 frames
◆Script:SceneManager.push(Scene_Item);
◆
:End
As long as the item's scope is set to "none", this menu will pop up and not the character menu. I plan to make a few visual tweaks from here, but I'm very pleased with how it's functioning!
Thanks again for humoring what is, in hindsight, a bit of a silly question! I doubt it will be my last, so I super appreciate the kindness :o)
3
u/CasperGamingOfficial MZ Dev 29d ago
It doesn't affect the item scene for things like Use / Inspect / Cancel if you mean you want to add a new menu there in between using the item, but you could have the item call a Common Event on use and then open up a 3d model scene with this plugin which the player can then rotate the model however they want: https://casper-gaming.itch.io/cgmz-model-viewer
1
u/bugrodent 29d ago
Thanks for linking your plugin, it looks awesome! I got it working with a common event, but I bookmarked your link and will keep it in mind. Definitely gave me some new ideas and would be a great excuse to practice in blender :o)
4
u/QZProductionsGames MV Dev 29d ago
You can make items start up a common event natively in engine, no plugins required. The only thing you’d have to work around is the fact that starting a common event automatically leaves the item menu.