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So, I recently started looking toward using Yami's Skill Equip in my project, since the other mechanic I came up with would have been button bloat (Each character would have 20-30 skills sorted across as few as three categories, which seems like a lot to me. Depending on their class, they could even have more >_<)
So, instead of this I wanna use Yami's Skill Equip with 14 slots. This way they can build their own character, and have a reasonable number of skills available. However, I'm running into a problem. At least two of my classes are very chain-heavy (from Yanfly's Active Chain Skills), and the only way for those classes to work with Yami's script is if the player puts these chain-only skills as active skills. Is there a way to make it so that certain skills are always active without them counting as active skills?
So, instead of this I wanna use Yami's Skill Equip with 14 slots. This way they can build their own character, and have a reasonable number of skills available. However, I'm running into a problem. At least two of my classes are very chain-heavy (from Yanfly's Active Chain Skills), and the only way for those classes to work with Yami's script is if the player puts these chain-only skills as active skills. Is there a way to make it so that certain skills are always active without them counting as active skills?
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