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If the 'certain condition' triggers a switch the npc could have a conditional branch event linked to that particular switch being on. Then if that trigger is on, add what you want to happen.
You can put multiple condition triggers. There are also variables on the conditional trigger that could expand your options.
I hope this helps and/or was correct.
Imagine I have a stack of choices:
http://i.imgur.com/vg8pFUz.png
Now, the script I have allows the choices to show up in a single menu:
http://i.imgur.com/O6oSykw.png
But I would only want certain choices to show after certain conditions are met. I could use confitional branches but I would have to copy the whole event content, even worse it would be if I could unlock choices in different orders (resulting in a large number of combinations).
I tried to tie the choice to a switch:
http://i.imgur.com/t4VWS9r.png
But then the menus would be split apart:
http://i.imgur.com/iHIpU70.png
It can do a lot of stuff, in particular hide or gray out choices based on switches.
EDIT: if I remember right, it also has functionality of Tsukihime's Large choices, so you won't have to rearrange existing large choices.
http://rmrk.net/index.php/topic,47593.0.html
You will find what you look for in this script on line 72.