If anyone was using this but not Yanfly's self switches and variables, I've modified it to support the built-in self switches (Yanfly support is not touched, at least theoretically - I haven't tested it). I can post it if anyone wants it.
Conditional "Show Choices" (hide or disable choices)
● ARCHIVED · READ-ONLY
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Hey! Could someone make this plugin compatible with MZ? I find this plugin to be the easiest to use.
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Hi, really great plugin u did there.
I wanted to show a choice only if a actor is in the party, otherwise hide it.
I tried it as it's shwon in the picture, but since I dont have a clue about Javascript, i couldnt figure out how to do it properly...
I know it's an old thread, hope u still read this :D.
Thx -
When you say "if thing," without referencing any kind of value or state, it's going to be true if that thing exists. So you're saying "if this actor exists," which it must if it's defined in your database, that's always going to be true.I wanted to show a choice only if a actor is in the party, otherwise hide it.
Try:$gameParty.members().contains(a[X])where X is the actor ID for each choice. -
Thank you so much, I have no Idea of code in general. I did what u proposed and it totally registers, but now it works only backwards. After some testing I got that u need to put "!" at the beginning to make it work like i wanted.When you say "if thing," without referencing any kind of value or state, it's going to be true if that thing exists. So you're saying "if this actor exists," which it must if it's defined in your database, that's always going to be true.
Try:$gameParty.members().contains(a[X])where X is the actor ID for each choice.
Thank u so much! -
Correct - gameParty.members() will say whether the actor is in the party. As described in the first post for this plugin, ! is the operator for NOT (which you already had in your code, so I didn't think I needed to say it again).After some testing I got that u need to put "!" at the beginning to make it work like i wanted.
Glad you got it working! -
Should work in latest version of fossil.Hey! Could someone make this plugin compatible with MZ? I find this plugin to be the easiest to use.
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I don't know why, I set V[3] = game gold, option 1: I have money<<v[3] > 1000>>my initial 0 gold, when I get 1001 gold later, this option still shows, which means that there is no real-time change. I don't know if it's my problem or I remember that it won't happen when I test at noon. I'm worried now, and I don't know how to solve this problem
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Well, well, I was so stupid that I forgot to set up something
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If it's okay with the original creator I'd love to use yours, was looking around for something that uses the built in self switchesIf anyone was using this but not Yanfly's self switches and variables, I've modified it to support the built-in self switches (Yanfly support is not touched, at least theoretically - I haven't tested it). I can post it if anyone wants it.
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According to Aloe's GitHub, it's released under MIT license, so sharing a modified version should be fine.
I just updated it to bump the version number and make sure I'm credited and everything. Here's the resulting file.
It theoretically supports both regular self switches and Yanfly self switches at the same time, but I don't have Yanfly so I can't test that. -
Is there something that has to be done in order to activate the plugin, or put it in a specific order in the Plugin Manager before it will work?
I have a hide option set on one choice in a menu (#3 of 4 choices) and it is not hiding it.
Switch 284 is off but the option is still showing up. -
@alphawiz
if you want to show it when the switch is OFF, place use <<!s[284]>>
if you only want to show it when the switch = ON, use the one you use.
depending on the plugins, it should be above HIME_LargeChoices,
and if you use YEP_SelfSwVar, than it depends if your plugins are in
the correct order.
would be hard to know.
I would set Cancel to choice 4 as well or a branch. -
how to make this compatible with SRD_PictureChoices? i tried placing above or below SRD's, no change, even if the << X >> is before or after the /picture[]
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Hi I've been using your plugin for a little while now, but I seem to be messing something up. I don't know if it's because of something with just how the plugin works, but it seems to hide the option I want it to, but then mess up the order by which the answers to the option would be given. Any help always appreciated.
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I know this thread is so old, but I'm trying to get this plugin to work with checking if an actor has an equipped armor. Tried improvising a javascript 'if false' statement, but I don't know javascript, so it didn't work. How do I do that?
EDIT: Disregard. If anyone else wants to know how I did it, I used Isiah's Equip Common Event plugin and have a common event that enables or disables a switch for equipping and unequipping each item.
Damn, I wish it worked with that plugin too. I hope someone makes an update for it!how to make this compatible with SRD_PictureChoices? i tried placing above or below SRD's, no change, even if the << X >> is before or after the /picture[] -
The two easiest resources are:I know this thread is so old, but I'm trying to get this plugin to work with checking if an actor has an equipped armor. Tried improvising a javascript 'if false' statement, but I don't know javascript, so it didn't work. How do I do that?
Googling "rpg maker mv thing you want script call"
Will almost always pop up a thread on here where the question is asked and answered.
Second is the pinned thread in Learning JavaScript of MV Script Calls.
You're not specific with what you want - is "an actor" any actor in your party? A specific actor ID? The party leader?
But if you're going for a specific actor ID, the condition would be
Code:where X is the ID of the actor and Y is the ID of the armor, no leading zeros.$gameActors.actor(x).armors().includes($dataArmors[Y]) -
Sorry for the necro post is this plugin compatible with the YEP_X_ExtMesPack1 plugin and the YEP_QuestJournal plugin bzw all relatet quest plugins from yep? If i get that right from the plugin i need to call the switches ss name of the selfswitch?Or is ther maybe are mistake on my side because the plugin say's ss[x] but the plugin from yanfle say's you need to call them Self Sw and Self Var.According to Aloe's GitHub, it's released under MIT license, so sharing a modified version should be fine.
I just updated it to bump the version number and make sure I'm credited and everything. Here's the resulting file.
It theoretically supports both regular self switches and Yanfly self switches at the same time, but I don't have Yanfly so I can't test that.
My Choice <<sv[142] > 7 && sv[143] > 0 && sv[144] > 0 >>
that is correct if i whant to hide choice 1 and the frist var is greater then 7 and the orther two var's greater as zero?
My Choice <<sv[142] > 7 && sv[143] && sv[144] >>
Or works it like this if only the frist var is greater as 7 and the orther two only greater as 0 but lower as 7?
And what i need to call the switches for that ss[a]?
If i thing about it maybe ss[name of the switch]? -
I have made a new version of this plugin which fixes a bug in my previous Self Switch change when used in a parallel event, and also adds support for Self Variables from Himeworks (HIME_SelfVariables).