Burning Orca Shops

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Started by BurningOrca 200 posts Page 9 of 10 View original ↗
  1. Spocker said:
    Hi!

    I'm working on my menus those days and I just love this great plugin. I had a question though, but I think it's probably me who just missed something.

    I wanted an item to be only sellable in one particuliar shop. But this shop is otherwise a Sell&Buy shop. So I check 'false' on 'Sell only goods that can be bought' in the plugin parameters. But I realized that this won't prevent the player for selling this good in others shops, because there will be several main shops (like general stores) where this function will also be checked as 'false'.

    So, I have this sell&buy shop working well, but I want one item to be only sellable there. Then, I tried to go around by checking 'true' on 'Sell only goods that can be bought', by telling myself that I'll just make it so this item is never displayed in the shop. But when I configure my shop, it seems that it's mandatory to enter the list of items sold by the shop and an amount (where 0 means 'infinite' and not 'nothing'). So something will always appear in the shop.
    Plus, the item-I-want-only-to-sell-there is very peculiar and can't just be 'sold out' and greyed in the shop. As I want the 'sold out' option to stay visible in other shops, I can't make either an 'immediately sold out item' that would disappear instantly from the shop because the 'display sold out items' would be 'false'.

    I just... don't find a way ^^
    Do you have any little hints? I'm on MV, not using the XL. I'm not a fan of MZ.
    Again, thanks a lot for this amazing plugin and your help!
    Sorry, I was offline for a long a time.
    I'm pretty sure this is currently not possible with either the normal or the XL version.
    I can see if I can implement a functionality that will work for you, but this might take more time. Sorry for the late answer.

    Also XL is for MV too. These plugins are not for MZ at all. Maybe the wrong understanding came from me talking about MZ in the original post after trying them out with it and failed miserably. It's still better to use the normal version, because it is more likely to be compatible with other plugins.

    Edit:
    I've got an idea on how to this and then saw I was wrong and XL could alreaydy do this. I will just add this functionality to the normal version then. This will not take much time.

    Edit 2:
    I was wrong again. XL could only setup sellable goods, but not non-sellable goods. I will add non-sellable goods to both versions. It might be ready tomorrow evening.
  2. Amazing thank you a lot! I'm currently on leave so I don't have my computer with me, but next week I'll make sure to check this new option!
    Sorry to have you work on a specific parameter just for me ><
    May I ask what is the difference between the normal version and the XL. I really didn't understand it, I thought XL indeed was for MZ! ^^
  3. so far I know, XL has more features, but also some experimental features
    he added to see how it works out.

    as XL can have an own currency required (to use items for other items)
    while the normal one doesn't.

    it has some more parts, I believe buy switches in XL and not in the normal version.

    you can compare the 2 and see what you need.

    Like buy something or pay for something to flip a switch (this can than flip the
    switch ON and OFF.
  4. Writing a second version of the same plugin was the most stupid idea I had so far.
    Not only does it confuse a lot of people here on the forum, it gives me twice the work when a new feature is required. I should have never created XL.
    To keep it simple @ShadowDragon is correct in this regard, it contains experimental features that can actually be better implemented into games via plugins from other creators.
    While the normal version extends on the default implementation of the shop goods, the XL version uses a entirely new implementation of the shop goods and therefore might already cause compatibility issues with other creator's plugins.
  5. I was not able to implement my suggested new feature of having sellable and non-sellable items definable in the plugin parameters yet, but I've uploaded a new version of the regular not XL version, where the following setup should work in case the only purpose of that item is to be sold to the shop:
    1661523893404.png
    Price set to 0 in database usually makes the item non-sellable to every shop (visible but greyed out in the sell window), unless some other plugins change that default behaviour.

    1661524076730.png
    Then in the plugin parameters add the item to the goods which the shop can potentially sell and set "Use custom selling price" to true, Selling Price to any value you want unequal 0 and Availability condition to false, so it will never appear in the buy window.

    I've testet this yesterday and it didn't work, so I had to change the plugin a little bit and now this would work. It was not the best idea from past me to add custom selling price definition to the shop goods which can be bought from the shop. If I have more time I might rework this.
  6. Uploaded new versions now again.
    I will drop feature support for XL version. It got confusing for my users and a lot work for me to maintain it. Only bug fixes may be added to XL in the future.
    NikkiKaji said:
    Hello there! I'm using your plugin alongside YEP Shop Core and an edited version of NPC Dialogue shop that removes the event dialogue command (because I had no use for it in my game) and I can't seem to remove the equip menu from the shop, even with the plugin command disabled to remove it. Any idea why? Thanks for the help!

    EDIT: Actually, it causes a few problems after more testing. Like, sometimes the equip tab appears twice, but the second equip tab is actually the dialogue tab which I don't want. If I have a shop set to buy and sell, the cancel tab will disappear completely. Also tried removing the edit command from shop core using the plugin parameters but that didn't work either.
    If realized that I had a plugin parameter to set whether the custom shops should use the equip command, but it seems it was buggy and not working as I intended. I fixed this in XL version now and added another parameter wether the custom shops should use NPCDialogueShops's event command.
    I fixed this bug and added this parameter also to the normal version.
    Spocker said:
    Amazing thank you a lot! I'm currently on leave so I don't have my computer with me, but next week I'll make sure to check this new option!
    Sorry to have you work on a specific parameter just for me ><
    May I ask what is the difference between the normal version and the XL. I really didn't understand it, I thought XL indeed was for MZ! ^^
    Also additional fixes/features for the normal version:
    v2.3 Selling prices have been removed from the shop good definition and became there own plugin parameters.
    v2.4 Added sellable and non-sellable items/weapons/armors.

    To everyone who will redownload these, please check all the plugin parameters of the new version afterwards and double click once into all of them to make sure they are correctly defaulted or you might get a lot of "cannot read of undefined" errors.
    Also please start a new save file for playtesting, these drastic changes don't work with existing save files where the custom shops already appear in the save file with the old fields or temporarely include the "CloseShop" plugin command in your event configuration.
  7. as it works nicely with the other one, I keep those, might switch out as
    it still need to set it up nicely.

    I also understand you stop adding features to the XL.
    I dont know if own currency for the item is experimental or not.

    but keep up the good work.
  8. BurningOrca said:
    Uploaded new versions now again.
    I will drop feature support for XL version. It got confusing for my users and a lot work for me to maintain it. Only bug fixes may be added to XL in the future.

    If realized that I had a plugin parameter to set whether the custom shops should use the equip command, but it seems it was buggy and not working as I intended. I fixed this in XL version now and added another parameter wether the custom shops should use NPCDialogueShops's event command.
    I fixed this bug and added this parameter also to the normal version.

    Also additional fixes/features for the normal version:
    v2.3 Selling prices have been removed from the shop good definition and became there own plugin parameters.
    v2.4 Added sellable and non-sellable items/weapons/armors.

    To everyone who will redownload these, please check all the plugin parameters of the new version afterwards and double click once into all of them to make sure they are correctly defaulted or you might get a lot of "cannot read of undefined" errors.
    Also please start a new save file for playtesting, these drastic changes don't work with existing save files where the custom shops already appear in the save file with the old fields or temporarely include the "CloseShop" plugin command in your event configuration.
    Hi there!

    I tested it this morning, the changes you made are just perfect for my use and work wonderfully! Thank you a lot for answering so quickly.
    Also, even if I'm using your plugin since a few weeks only, I do believe that you don't have to force yourself to work on the XL version, more so if it is for you, as you called it, "the most stupid idea you had". You're entitled to stop updating your own plugin.

    Keep up on what you like, and thank you to @ShadowDragon for answering me again!
  9. v2.4.1 Fixed a bug, that only one additional currency is displayed, when BO_CustomShops was used together with YEP_X_MoreCurrencies.
  10. BurningOrca said:
    First of all I know Tsukihime has written a Shop Manager and propably other authors have done similar things
    and I didn't think I would be able to do the same, but it actually didn't take that long.

    Terms of Use:
    As always totally free for commercial and non-commercial use and it doesn't need credits.

    Features:
    - Define entire shops in the plugin parameters (Yes that is the difference between my plugin and Tsukihimes ShopManager)
    This may be more work, but I like it that way.
    - Limit the available items via javascript code within the plugin parameters.
    - Limit the amount of items in the shops stock, either by fix amount or variable.
    - Limit shops to only accept items from you, that they also offer to you.
    - Handle discounts via javascript code.
    - Possibility to define switch shops.

    View attachment 115387

    You can open a shop with the plugin parameter OpenShop <Name>.
    You do not need to use the Shop Processing Command afterwards.
    You can still open normal shops via the Shop Processing Command.

    The Shop Number Window will display the number of items in stock:
    View attachment 115388
    If it is not infinite it will display the stock quantity minus the number you've selected to buy:
    View attachment 115389

    You can specify if and how the shops do refill their stock.

    You can also trigger refilling the stock via the plugin command:
    RefillShopStock <Name>

    You can also close the shop, via the plugin command:
    CloseShop <Name>
    If it is reopened later it's stock will be refilled.

    I would really appreciate any feedback.

    Compatibility:
    Please place this under any shop related plugins.
    It is not compatible to Tsukihimes ShopManager.
    The port to MZ is from XL, it is not fully compatible to VisuStella, but seems to cause at least no errors.

    Edit:
    - Found a bug and fixed it. Please download the new version.
    - Forgot to mention it requires MV Version 1.6.1 or higher
    - Forgot to mention if you define two or more items of same kind in the shop, they will be combined into a single one with the combined stock quantity and if you use custom prices, it will have the highest custom price.

    Edit 2:
    - Fixed some other issues.
    - The help window will now display the shops name instead whenever it would have displayed an empty text.

    Edit 3:
    - Shop names are now allowed to have white space.
    - Two new plugin parameters:
    Sold out text: Will be displayed in the help window alongside the shops name, when it is completely sold out.
    Display sold out items in shop: Determines when the shop is opened via the plugin command whether sold out items should be visible in the buy window. If items get sold out while the shop is already open they are just greyed out.

    Edit 4:
    - Compatibility with mjshi NPCDialogueShop: My plugin removed the common event command. Now it will also add the common event command when mjshi's plugin is installed aswell.
    Please place this plugin under mjshi's plugin.

    Edit 5:
    Added functionality for granting discounts under certain conditions.
    Shops keep track on #Total items sold, #Individual items sold, #Times visited.

    Edit 6:
    Fixed very big bug. This plugin didn't pass the plugin command and it's arguments to other plugins.

    Examples for discount conditions:
    this.getNumberBoughtOf(kind, id) >= 3 Means #individual items sold >= 3
    this._nrOfVisits == 3
    this._totalItemsBought == 100

    Discount percentages stack by multiplying them, e.g. if the conditions for 10% and another 20% are fulfilled, this does not mean a discount of 30%, but rather only 28% as
    e.g. if the original price = 100:
    100 * (1 - 10 / 100) = 90​
    90 * (1 - 20 / 100) = 72​
    Edit 7:
    - Fixed a bug, that make normal shops being opened endlessly.
    - Added custom selling prices. If not given half of the custom buying price is taken as selling price. If this is not given either half of the price from the database is taken as selling price just like the default behaviour.

    The resulting price is rounded down, in case it is a floating point number.
    The plugin now has version 1.5.

    Edit 8:
    Sold out text was not displayed when using different currencies via YEP_X_MoreCurrencies.
    The plugin has now version 1.6. The Sold Out Text will overrule the more currencies.

    Edit 9:
    Some fixes around custom selling prices.
    Plugin is now version 1.9.

    Edit 10:
    Today I had the idea of creating a switch shop without the need to buy an item first. Luckily it was possible.
    So introducing the new plugin parameters:

    Switch on text: Text to be displayed instead of the price for a switch that has already been bought and is set to on.
    Switch off text: Text to be displayed instead of the price for a switch that has already been bought and is set to off.
    Switches: The switches sold by the shop.

    View attachment 121254

    A shop good of type switch cannot be sold, so it has no selling price and as the buying price cannot be defined
    elsewhere the UseCustomPrice flag is not needed. I hope I decribed the rest of the plugin parameters good enough
    within the plugin itself:
    View attachment 121253

    The final result looks like this when the switch has not been bought yet:
    View attachment 121252
    Once bought it is set to on and in case it is toggable you can set it to on/off just by pressing on the item:
    View attachment 121251

    With this it is now v2.0.
    I saw, that this could open up so much new potential (like e.g. Variable Shops, BGM Shops, etc.) in the future.
    If I find the time I may implement further kinds of shop goods like the discounts did.

    I hope this doesn't break existing projects.

    Edit 11:
    v2.1: Extension to YEP_ItemCore. Allows to buy independent items.

    Edit 12:
    v2.1.1 Small fixes around empty shops and the default shop.

    Edit 13:
    v2.1.2
    - Updated help section. Plugin command is actually names "RefillShopStock <name>" instead of "RefillStock <name>"
    - Fixed a bug around independ shop goods and the stock refill. I deleted the independ items from the memory even the party already bought them. Now I don't do this anymore.

    Edit 14:
    v2.2.0
    -New plugin command Refill<Kind>Stock "<Name>" Id Quantity:
    Refills a single shop good of the given kind in the shop with the given name by the given quantity. It will not exceed the maximum quantity. It currently does only work if the plugin parameter GroupItemsWithLimitedStock is set to true (Yes). The shop name must be placed into quotes as it allowes single white spaces between parts of it's name.

    Edit 15:
    Should now be compatible with MV 1.5.1

    Edit 16:
    Had to rework this plugin in order to find other workarounds for compatibility issues with Yanfly plugins rather than copying the code that still needs to be called and leaving out the rest as it is prohibited by the terms of use of Yanfly plugins and I guess also by copyright. I just want to avoid making me to have to take this plugin down. Yet I still hope this is just a minor issue as my plugin is given away for free.

    While doing this and veryfying in a test project that everything is still working as intended by me I found out that the following parameter of YEP_ShopMenuCore is not working if NPCDialogueShop is installed aswell:
    View attachment 138768
    Off course I cannot solve this issue. As NPCDialogueShop seems to only work in conjuction with YEP_ShopMenuCore if placed under it and it overwrites a bunch of functions without aliasing them, there would be no way to workaround this without copying the YEP code around this parameter, which I clearly do not want to do.
    So I added a plugin parameter to my plugin to allow adding the equip command again to the shop menu (Default Value = On).
    Also if YEP_ShopMenuCore + NPCDialogueShop + BO_Shops are all used within your project the custom commands will also be added and the commands are placed exactly in the order of this screenshot.

    Edit 17:
    Renamed downloadable plugin BO_Shops => BO_CustomShops. If you have it already in use, you can rename it back to BO_Shops after downloading in order to not loose all your plugin parameters.
    BO_CustomShopsXL is an extended version, because I've got ideas. Some of the ideas are not compatible to the old BO_CustomShops. That is why I've created it as a seperate plugin. The XL version is also not compatible with YEP_X_MoreCurrencies and YEP_X_CondShopPrices anymore. It is still compatible with any other plugin BO_Shops was also compatible with.
    I've also updated my shop category customization plugin found at https://forums.rpgmakerweb.com/index.php?threads/shop-category-customization.121309/#post-1065982 to be compatible with the XL version of BO_CustomShops.

    If you rename BO_CustomShops to BO_Shops after the download you need to replace the following line in the code
    BurningOrca.Shops.Parameters = PluginManager.parameters('BO_CustomShops'); with BurningOrca.Shops.Parameters = PluginManager.parameters('BO_Shops');

    Edit 18:
    Compatibility fix of switch shops with MKR_ShopItemMessage.
    Found bug in XL version: Item descriptions have not been displayed anymore.

    Edit 19:
    Fixed a bug in XL to make it work without YEP_CoreEngine being used.

    Edit 20:
    Updated XL, as it had some math errors. Obviously calling Math.log10 and passing a value of 0 is not a good idea.

    Edit 21:
    Fixed a typo: $dataArmors instead of $dataArmor.

    Edit 22:
    - Small performance upgrade in BO_CustomShops. Call this.price() only once in Window_ShopBuy.prototype.drawBuyPrice extension.
    - Compatibility fix in BO_CustomShopsXL with ShadowDragon_EC (Easy Currency).

    Edit 23:
    Found bug in Plugin Command RefillItemStock.

    Edit 24:
    Changed my mind form yesterday and ported XL to MZ. However I cannot support this plugin as it my trial license will run out tomorrow. The upload is just experimental.
    Found a lot of bugs in XL. Severe ones. Shops weren't even working after loading a safe file.

    Edit 25:
    Yet again introduced a small little bug with the fixes in XL yesterday.

    Edit 26:
    I've taken the MZ version down, after I've read through Tsukihimes Shop Inventory plugin thread. Not only can I not support BO_CustomShopMZ, because my trial run out, but also just from what I've read Tsukihimes plugin will become amazing. I normally don't like to compete with others on the same topic. Her Shop Manager for MV was already good, just not what I wanted and that is why the original BO_Shops was born. That is the only time I've started a competition.

    Edit 27:
    I've found two bugs in XL both only in Shops that have the stock refill type set to "Add additional Stock".
    1) Discounts where applied each time the shop has been opened unless a "Stock Refil"l happend.
    2) If a shop has been opened and no "Stock Refill" happened, then the previous stock got lost.
    I actually didn't really test if the bugs really exist, but assumed it by looking into my code.
    I've also reworked the code of XL slighly to be a little simpler, but still have the same functionality.
    It is now Version 2.0.

    Because of the rework it will remove a variable from the saved shops, when loading a save file which has been saved with the previous version from XL and cause a "Stock Refill" on all saved shops in order to be inline with the changes. Therefore I recommend you to not get the new version unless absolutely needed.

    Edit 28:
    - Enhanced limit for stock quantity from 99 to 5000. Maximum variables seems to be 5000.
    - XL didn't display the stats for equip items.

    Edit 29:
    Fixed bugs around selling in BO_CustomShopsXL. It is now Version 2.1

    Edit 30:
    Found a bug in XL, that caused the game to crash when selling the last item in the specific category in the selling menu and afterwards pressing the ok button (e.g. Return-Key) on the now empty slot which is still highlighted by the game.
    Fix this bug. However no new version number.

    Edit 31:
    Bug fix in XL. The plugin parameter to not use the YEP Equip Command did not work as I intended. Also added plugin parameter to not use NPC Dialogue Shops Event command in custom shops if people wish to do so to XL. I will stop adding new features to XL. Only bug fixes anymore as it got confusing and too much work to have two versions of the same plugin.
    v2.4 for the non XL version:
    1. Selling prices have been moved from the shop good definition to it's own plugin parameters.
    2. Fixed the same bug and added the same plugin parameter as described above for the XL version.
    3. Added sellable- and non-sellable items/weapons/armors and removed plugin parameter SellOnlyGoodsThatCanBeBought.
    Everyone who will redownload this has to check all the plugin parameters and even double click through them or you might receive some "cannot read of undefined" error messages. You also need to start a new safe file or temporarely include the CloseShop Plugin command in your event configuration.

    Edit 32:
    Fixed a bug, that only one additional currency is displayed, when my plugin is used together with YEP_X_MoreCurrencies.
    Hey Orca! You are the best for this plugin! It is amazing. I am running into some issues that I anticipated since I am running the ShopXL on MZ with the FOSSIL plugin for backwards compatibility. One issue I am running into is that new items added the shops wont show up. I tried closing them and reopening, but no luck. Any ideas?
  11. @Seedspreaderent I believe Buring Orca has his shop ported to MZ as experimental,
    but not sure if it was taken down.

    but while MV is a bit differently, can you show the setup you done with FOSSIL?
  12. ShadowDragon said:
    @Seedspreaderent I believe Buring Orca has his shop ported to MZ as experimental,
    but not sure if it was taken down.

    but while MV is a bit differently, can you show the setup you done with FOSSIL?
    I tried that at the time when MZ came out and I only had a triel license and yeah I took it down, because with only that trial license I couldn't support it and it was incompatible to the Visustella Core Plugins and that might be a big problem.

    Seedspreaderent said:
    Hey Orca! You are the best for this plugin! It is amazing. I am running into some issues that I anticipated since I am running the ShopXL on MZ with the FOSSIL plugin for backwards compatibility. One issue I am running into is that new items added the shops wont show up. I tried closing them and reopening, but no luck. Any ideas?
    Could you please give a screen shot of your plugin list and one of the plugin parameter settings for the shop. However I don't know if I am even really able to help you when it comes to MZ and FOSSIL.
  13. Hi @BurningOrca, is there a way to show Stock Quantity next to Item Price, like this :
    1676789101726.png
  14. @SifDoge it's only possible to edit the code, but I dont know if you
    use BO_CustomShops or BO_CustomShopXL.

    as it is aligned next to the items, it can be pushed to the right,
    but it you use multi-currency plugin, it might mess up.
    but I can check later for you which line you need to change or
    if Burning Orca response before that, but it's wise if we know which
    of the 2 plugin you use.

    in case you use multiple shop plugins (BO_CustomShops, YEP_ShopCore,
    and another) than it could be a bit trickier which line to alter though.
  15. ShadowDragon said:
    @SifDoge it's only possible to edit the code, but I dont know if you
    use BO_CustomShops or BO_CustomShopXL.

    as it is aligned next to the items, it can be pushed to the right,
    but it you use multi-currency plugin, it might mess up.
    but I can check later for you which line you need to change or
    if Burning Orca response before that, but it's wise if we know which
    of the 2 plugin you use.

    in case you use multiple shop plugins (BO_CustomShops, YEP_ShopCore,
    and another) than it could be a bit trickier which line to alter though.

    I am using BO_CustomShops and YEP_ShopCore without multi-currency plugin, that screenshot is using Nia_ShopStock but only works on Hime shop manager.
  16. @SifDoge while BO has a stock limited, I'm also unsure which line,
    but my guess is 2001 or 2003, but it can also mess up with the
    stock name "out of stock" if you name it like that.

    while I cannot test it, and if there need to be some more coding to
    make it work correctly, I dont take the chance, so I think @BurningOrca
    can tell you which one can be altered in the way you want it.

    maybe its possible to do that in YEP_ShopCore, you can search for
    the line "drawText" and see which one draws the item amount, so you
    can set the "x + yournumber, " to push it to the left.

    but I dont know how he exactly coded it.
  17. SifDoge said:
    Hi @BurningOrca, is there a way to show Stock Quantity next to Item Price, like this :
    View attachment 253675
    Previously not, but now I've added a option in the plugin parameters to do that, but it seems to not look as clean as your screenshot from Nia_ShopStock.
  18. ShadowDragon said:
    @SifDoge while BO has a stock limited, I'm also unsure which line,
    but my guess is 2001 or 2003, but it can also mess up with the
    stock name "out of stock" if you name it like that.

    while I cannot test it, and if there need to be some more coding to
    make it work correctly, I dont take the chance, so I think @BurningOrca
    can tell you which one can be altered in the way you want it.

    maybe its possible to do that in YEP_ShopCore, you can search for
    the line "drawText" and see which one draws the item amount, so you
    can set the "x + yournumber, " to push it to the left.

    but I dont know how he exactly coded it.
    BurningOrca said:
    Previously not, but now I've added a option in the plugin parameters to do that, but it seems to not look as clean as your screenshot from Nia_ShopStock.
    Thanks guys, now it shows up on menu :)
  19. Hi Burning Orca!
    I have been trying to use your shop to replace an old engine.

    I'll explain how it worked:
    Shop Process
    In Variable [37] Type 2 of Purchases [Armour] is stored, it is selected from number [61] to [83] in the Armor Index, once the 6 Objects to be sold have been selected (That is why the Variable [INV = 6]) the store is processed, with those objects already chosen. Shop.PNG

    The problem with this is that RPG Maker itself doesn't let you limit purchases, so I found your Plugin, and when creating the store, the last option when adding an object is "Availability Condition".

    So I tried to add a code where only show the object if it is registered in Variable 37, which is where the chosen objects are stored.
    var show_item = false;
    var array = $gameVariables.value(37);
    var value = 61;
    if (!array.contains(value)) {
    var show_item = true;
    }
    The problem is that I haven't found a way to show the objects, since it hides them.
    I don't know what I'm doing wrong, if you could give me a hand, I'd appreciate it.

    Have a nice day.
  20. DorFenn said:
    Hi Burning Orca!
    I have been trying to use your shop to replace an old engine.

    I'll explain how it worked:
    Shop Process
    In Variable [37] Type 2 of Purchases [Armour] is stored, it is selected from number [61] to [83] in the Armor Index, once the 6 Objects to be sold have been selected (That is why the Variable [INV = 6]) the store is processed, with those objects already chosen. View attachment 271599

    The problem with this is that RPG Maker itself doesn't let you limit purchases, so I found your Plugin, and when creating the store, the last option when adding an object is "Availability Condition".

    So I tried to add a code where only show the object if it is registered in Variable 37, which is where the chosen objects are stored.

    The problem is that I haven't found a way to show the objects, since it hides them.
    I don't know what I'm doing wrong, if you could give me a hand, I'd appreciate it.

    Have a nice day.
    why not just use switch condition, something like this
    1690783179031.png
    edited: this for variable

    1690784127061.png