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The issue is that the way the skill links are collected, and processed in order, doesn't lend itself to easily adding a conditional, resembling something like you did with Conditional States.
I am thinking it may be best to create Skill Link objects in the load_notetag_skill_links method and process those objects in the skill_links method.
Each Skill Link will hold its conditional string, and evaluate it when processed.
That way, the separate skill links, can have simple resolve true, or a more complex return ID, or a selection of both, for more complex combos.
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