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How to Avoid Bloated Branches

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Rep: +0/-0Level 76
RMRK Junior
I would like my event to trigger a Choice dialogue.
These are the choices I want to include in my dialogue:
Blue Item
Red Item
Yellow Item
Green Item
Brown Item

I only want each choice to show up if the player has it in his inventory. It will be way too complicated to do it with regular choice dialogues. Is there a script that will do this? (Note: I have a script that allows me to do more than 4 choices.)

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Rep:
Level 97
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Well, the ATS could do it very easily. I don't know if you'd want a script that big though.

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Rep: +0/-0Level 76
RMRK Junior
Yes, i have thats script. I didn't know it could do that so ill give it a try. ( :

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Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
All you have to do is have five conditional branches right before checking if you have each item. If so, turn on a corresponding switch. If not, turn it off. Then you can use the \son[] codes in the conditional branches to show those options only when the corresponding switch is ON.