It would be better to get further explanation from the OP on how this would work with is own example (seeds), than to throw other examples around that may need a different kind of implementation.
I am guessing they want to "equip" a bag/packet of seeds, return to the map, then walk around pressing S, and every time S is pressed, a seed will be planted (and maybe the number of seeds left is reduced).
You would need to have your item call a common event that would turn on a switch. Then you'd have a parallel process on the map (or a common event) conditioned by that switch, that would then monitor for that key being pressed. Every time it is, a seed would be planted. If you want the player to be able to plant an unlimited number of seeds, your common event attached to the item would actually toggle the switch (if it's on, turn it off, otherwise turn it on). If you want them to use seeds every time they press the button, and have it stop automatically once they run out, you'd have your event monitoring for the keypress reduce the number of seeds, then check if there are 0 in inventory. If there are 0, it would turn the switch back off again.
In either case, you would needs events all over the map (or wherever they can be planted) that would also have to be activated to show the correct graphic, or a spawning script that would add the event when needed and make sure it stays there when you leave the map and return.