I have a script that automatically gives you an item after using another item, so I can have it so you obtain an empty potion container afterwards. But it's not compatible with
Stormtronics CMS by Blizzard. I guess I could use another item system, but I really feel like my game needs to have the "quest items" organization available. So even if I had a simple item script that allowed me to configure "quest items" that I could use with Stormtronics and allow me to use this pre-existing script that'd be awesome. I'll at least try not to be too picky.

Here is my script it was made by a guy with the appropriate screen name
"Brewmeister" on RPG Revolution (when it was still a website).
#=====================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#
# Modified to replace "IN_VIAL" items with an empty vial (VIAL_ITEM)
# Or "IN_MUG" items with an empty vial (MUG_ITEM)
# Or "IN_BOWL" items with an empty vial (BOWL_ITEM)
#==============================================================================
class Scene_Item
IN_VIAL = [1,2,3,4,5,6,7,8,11] # ID's for Items that give you an empty vial
VIAL_ITEM = 35 # The vial item ID
IN_MUG = [] # ID's for Items that give you an empty mug
MUG_ITEM = 36 # The mug item ID
IN_BOWL = [] # ID's for Items that give you an empty bowl
BOWL_ITEM = 37 # The bowl item ID
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless $game_party.item_can_use?(@item.id)
# Remake item window contents
@item_window.refresh
end
# Erase target window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If items are used up
if $game_party.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
if IN_VIAL.include?(@item.id) # ADDED
$game_party.gain_item(VIAL_ITEM, 1) # ADDED
@item_window.refresh # ADDED
else # ADDED
if IN_MUG.include?(@item.id) # ADDED
$game_party.gain_item(MUG_ITEM, 1) # ADDED
@item_window.refresh # ADDED
else # ADDED
if IN_BOWL.include?(@item.id) # ADDED
$game_party.gain_item(BOWL_ITEM, 1) # ADDED
@item_window.refresh # ADDED
else # ADDED
# Redraw item window item # Indented
@item_window.draw_item(@item_window.index) # Indented
end
# Redraw item window item # Indented
@item_window.draw_item(@item_window.index) # Indented
end
# Redraw item window item # Indented
@item_window.draw_item(@item_window.index) # Indented
end # ADDED
end
# Remake target window contents
@target_window.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
Thanks in advance!