A downloadable asset pack

Download NowName your own price

Description

This is an RPG Maker MZ plugin that allows you to track which dialog options the player has already selected in Show Choices command, and marks them visually with a different text color. It's similar to how RPGs like Witcher or Skyrim handle visited dialog: once you choose an option, it becomes "greyed out" (or any other color) the next time that dialog is shown.

Features

  • Tracks selected dialog options per map, event, and dialog ID.
  • Once selected, a choice line is recolored (you choose the colors)
  • No switches or variables needed: the plugin uses self switches internally
  • Includes a global utility function to check dialog state from anywhere
  • Tag any dialog choice in game with <Seen: dialog_id>

Example (Show Choices event command):

  • <Seen: intro> Who are you?
  • <Seen: ruins> Ask about the ruins
  • Goodbye.

Selecting the first or second choice will mark them as 'visited', and they will be re-colored the next time you visit the dialog choices.


To check if a dialog has been visited, the plugin provides a global function calledJavaScript:

$isDialogVisited(mapId, eventId, dialogId)

This is so you can use them in conditional branches, e.g:
JavaScript:

if ($isDialogVisited(5, 3, "ruins")) { // Do stuff }

You can also use the short-hand (if used within the same event):

$isDialogVisited("ruins") // This will auto-resolve to: $isDialogVisited($gameMap.mapId(), this.eventId(), "ruins")

Manual and Auto-Marking
By default, tagging a choice with <Seen: dialog_id> will automatically mark it as visited upon selecting the dialog. But sometimes, you may not want that.

The plugin also introduces a <$Seen: dialog_id> (with a '$' at the start). This will ensure that the dialog is NOT marked as visited automatically upon selection (but still shows the correct color). You have to manually mark it later, using:
JavaScript:

$setDialogVisited(5, 3, "ruins") // Same as before, you can also use the short-hand (within the same event): $setDialogVisited("ruins")

Reset Marking
You can also reset a dialog to its original state using:

$resetDialogVisited(5, 3, "ruins") // Or from the same event: $resetDialogVisited("ruins")

Plugin Commands

For your convenience, two plugin commands are also provided:

  • Set Dialog as Visited - remotely sets the "visited" flag for any dialog option
  • Clear Dialog Visited Flag - remotely clears the "visited" flag for any dialog option

Compatibility

  • Works well on the MZ engine and also with VisuStella plugins.
  • Has not been tested with other plugins
  • Has not been tested on MV, but it should work (except for plugin commands)

Download
See attached file.

AI Disclaimer
This plugin was created by me without the use of AI tools. I am using it in my own game. AI was only used to write documentation and JS Doc comments in a clean and readable manner.

FAQ
Q:
 Why isn’t my dialog being tracked?
A: Make sure the <Seen: dialog_id> tag is present in the choice text and that dialog_id is a valid one-word string or number with no spaces or punctuations.

Q: How do I manually mark a dialog as visited?
A: Use <$Seen: dialog_id> to disable auto-marking. Then use $setDialogVisited(mapId, eventId, "dialog_id") in a script whenever you want to mark it.

Q: I want to use normal game switches (e.g. 101, 112, 312, etc.) to track dialog choices. Can I use it?
A: Yes, the plugin supports it. But please read the help file carefully and only do it if you fully understand the risks.

Credits
punitdh89

Terms of Use
Free for personal and commercial use.
Attribution optional but appreciated.

Download

Download NowName your own price

Click download now to get access to the following files:

VisitableDialog.js 18 kB

Development log

Leave a comment

Log in with itch.io to leave a comment.