Revisiting this thread since I've got a more solidified idea of what I'm going to do with it. So the event would go like this: Go to Alchemy Dude's house. Talk to Alchemy Dude: Choose item "A" Choose item "B" Time goes by, you better lose yourself in your mom's spaghetti, it's ready Item "A" and Item "B" do not have to be specific items, but certain categories of items (in which I am going to use Hime's Tag Manager Script to make this possible) Example: "Pain Killers" are a type of healing item in the game, so it would have the tag "Healing" and maybe another one like "Pill" or something. So you can combine "Pain Killers" with say, like an item with "MP" healing properties and make some kind of Elixir-type item. It would pull from the tag and use a ONE of the tags to make another item. Another thing I would like to know is if there is a script that allows you to select an item from your Inventory? Like, it loads up Inventory processing/scene and you can select an item from there, confirm it, and then it's chosen? OLD POST: Spoiler: OLD POST So I have an idea for a game I'm working on, but I'm not quite sure how to go about it. Basically, you go to this dude's house and you give him certain items, and after a period of time, you go back to him and he'll have a brand new item for you. Probably use some monster drops along with other healing items. You can learn recipes as you make things. I was thinking maybe you can use certain types instead of specific items? (eg. using a blue monster claw would be the same as using a red monster claw in a recipe VS specifically that blue monster claw) Kinda like the alchemy system in Dragon Quest VIII, or like Dream Eater creation in Kingdom Hearts: DreamDropDistance Any ideas on how to work with this, or any script you could recommend? Like I said before, this is basically talking to a specific character in a specific location, not menu-based.