CLARIFICATION:
I think what the TC is talking about is more in the effect of...
1. Select an item in your own inventory.
2. Shows graphic of item above head.
3. Interacting with people/etc. causes dialogue and item "giving".
In this way, you could hold a "Hay" above your head, and either:
a) Give it to someone (preferably someone who would appreciate it)
b) Dump it in a bin (presumably to sell)
c) Dump it in a crate (to add to available feed in barn)
POSSIBLE SOLUTION:
To do this, I would suggest the following:
Make a graphic of your character with hands above their head.
Make graphics of various items to place above character graphic,
OR include items in alternate character sets (easier, but beefs up your final game's filesize).
Change a variable to a number that represents what item you're holding ("ITEM HELD" variable).
In any event that you want items to be relevant, make a conditional branch for your "ITEM HELD" variable.
The conditional branch should have your TALKING events in the "Var [####] == 0" branch,
and whatever item events in the rest of the numbers.
For example, we'll say 1 is a "Grape", 2 is "Wine", and 3 is "Strawberry".
Each condition would make a new set of events unfold.
Should be simple enough.
If you still can't figure it out, let me know.