it's possible to some decide wich part to be initialized in a plugin?

nio kasgami

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Hey I want to do a massive plugin and I want to make some stuff non-enabled if the peoples make them non-enabled! but I'm unsure if I can do that.


like this would be something like this : 


if(Zephir.params.EnableTitleScreen){
Scene_TitleScreen.prototype.create = function() {
// do some stuff here...
};
}


so in simple I kinda  want to stop the overwriting of some class if the options is not enabled :)  


(I know I could do in separate plugin but I do it in one plugin)
 
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flakeheartnet

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I'm not sure what you mean actually, but based on your example, yes, you can. You can also create a plugin parameter to let the user decide that they want to use some function or not.
 

Shaz

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If you mean for the entire project, provide a plugin parameter for each piece of optional functionality, and people using it can set it to yes/no/true/false (whatever you specify).  Then you just wrap the functionality into a condition that checks whether they want to run it.


If you mean something they can turn on and off inside the game, provide a plugin parameter for switch ids, make it clear whether ON/OFF means the functionality is enabled or disabled, and then check the value of that switch in the condition that wraps around your code.
 

Engr. Adiktuzmiko

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Your sample should work I think... I use the same idea all the time on VX Ace.. XD
 

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