First one:
The game I am making is very similar to Etrian Odyssey inventory system. For those that never played Etrain Odyssey, it's basically the player has to sell a certain amount of number of a specific item before it triggers an event. For example, the player has to sell 5 potion to the seller before it triggers an event in which the seller gives him a rare item. So the question is, how do I store a variable for items that monsters drop and are later stored in the inventory?
I know I can store variables and set them equal to the number of items in the inventory, but the thing is, the player has to sell it to the seller for it to count and it has to reach a certain amount of number.
Second one
I'm also making it so that other than selling items to the seller, the player can also opt to give the seller money. However, every 50 gold equals +1 for the variable.
I was also wondering if that was possible? Again, it's not dividing by the amount of gold the player has in his pocket, but the amount of gold he gives the seller that increase the variable.
EDIT: A cheating, but cumbersome way I thought of was to create a "show choice" event that allows the player is able to give the seller 50, 100, 150, or 200 of gold and respectively, each choice will represent an increment of +1, 2, 3, or 4 for the variable. Tacky, but necessary for a noob at RMXP
TLDR
So basically, I don't know how to store variables for inventory items and gold (with a division of 50). I don't know if this can be done with an event or if a script is needed instead. Any help would be appreciated