I've not got the program at college with me, but I'll give it a try, sure.
Here's a basic overhaul of what the proccess would look like on the event page
Sticking with the above scenario with the rocks and the rock lover, this i the process for mister rock-lover guy. He would be a same-layer-as-hero with action key activation.
(The yellow writing is just notes)
First, prepare 2 items in your database; rock and shiny rock. Make it possible for the hero to collect at least ten of the boring rocks and an event for the rock manaic.
PAGE ONE
<>Variable Oper [xxxx] CheckRocks: Item, rocks No.
I can't remember the exact wording for that. In the variable operations you would set it to check number of tems held for 'rocks'. [xxxx] is whatever variable number you happen to choose
<>Fork Oper: If [xxxx] 10 / equal or greater than
Again, I forget the exact wording for that. Have it check if variable CheckRocks [xxxx] is eual to or greater than 10. Als check the custom 'else' handler box.
<> Message: Rock Maniac 'woohoo you have 10 rocks, here's a shiny rock for whatever reason'
<> Item managemet: Shiny Rock 1 add
<> Switch Oper: [yyyy] GotTheShinyRock ON
The switch is to turn on page 2 of the events after this. [yyyy] is whatever event number you choose.
<> Else Handler
<> Message: Rock Maniac ''You don't have enough rocks; go get more!!''
<>
End
Make a new page and make one of the prerequisites a switch prerequisite for switch [yyyy] so it'll only activate if [yyyy] is on, which is only activated by having the 10 rocks on hand and recieving the shiny rock. He would also be a action ky acivated same-layer-as-hero event.
PAGE TWO
<> Message: Rock Maniac ''I don't have any more shiny stones''
<>
End
That's the basics of variables, switches and conditionals. Switch's can be used simly on treasure boxes to make one-time treasure (The proccess would just be 'play sound effect; jingle2, Message: You got a toy, Item management: toy 1 add and switch operations [zzzz] ON. Then you would make a second page with [zzzz] switch as a prerequisite and no proccessing)
Conditionals can also be used to check whether a party member is n the group, what level they are, if they have certain status conditions, what direction the hero sprite is facing, along with several others and combined with variables; MUCH more.
Variables can also be used to check current experience or stats of various party members, nuber of specific items held or equipped, number of battles, victores, escapes, MIDI ticks, saves, or even check random numbers with a window of your choosing.
As another wee thing to try out, the random variables are always fun. Even just on making variable speech for NPCs. There are a couple of tutorials for that come out recently though, so I'll let you go find them yourself.
Hope I was clear enough. All the best!