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I need full control over the Effects an item gives when consumed. how do i do that?

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: I need full control over the Effects an item gives when consumed. how do i do that?
  • Original author: Hellinfernel
  • Original date: January 2, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/i-need-full-control-over-the-effects-an-item-gives-when-consumed-how-do-i-do-that.153691/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

i admit its a bit unusual what i try to do, but I want a robust and type-safe implementation, so I need it exactly as I'm describing. Roughly simplified: I want to create a new subtype of items, which has certain constant properties. All these items have a value for HP and MP regeneration, TP usage cost and EXP gain. For this I want to use special handling in scripts so that I have full control over everything exactly what happens and so I can avoid random bullshit errors which...

Archived First Post

i admit its a bit unusual what i try to do, but I want a robust and type-safe implementation, so I need it exactly as I'm describing. Roughly simplified: I want to create a new subtype of items, which has certain constant properties. All these items have a value for HP and MP regeneration, TP usage cost and EXP gain. For this I want to use special handling in scripts so that I have full control over everything exactly what happens and so I can avoid random bullshit errors which often torpedo my plan by letting something happen that wasn't intended was. so the items were not always usable outside of combat, even if the opposite was desired. i own the VisuStella_MZ wave plugins but these have been of limited help to be honest. Protected download

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