Skill Cost question

RLFHOG3

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I'm using Yanfly's Limited Skill Uses plugin and I have an idea for a class that revolves around guns and the fact that you need ammo for them. Each weapon will have a note tag that determines how many total bullets the gun can store and each skill or limit the gunner class has will draw from, forcing the payer to think about which skill is cost effective and then needing to use the "Reload" skill to get back all their bullets.


what i'm trying to figure out is "how?"


Say i have a gun weapon that has the following note tag <SType Gunner Use Max: +6>. This should mean that any and all Gunner skills will have a total of 6 uses. If i then in each skill that uses bullets the following note tag, <Global Limited Uses: -x>, that should remove a x number of uses from the pool of uses, right?


Am I doing this correctly or is there a simpler way to do this that I'm not seeing?
 

omen613

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Should check out yanfly's tips and tricks for Combo Attack to make a stacking consumable state for your bullets. 


Hope this helps
 

RLFHOG3

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Ok, that could certainly work. But at this point, I don't see a way to make the combo stacks dependant on the kind of weapon the character is holding, which is the current goal and also the time limit is a problem as well. But otherwise, this is basically what I'm looking for.
 

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