Skill Fusion
This script allows characters to use the “remnants” of the last used skill to transform their own into something else. If you remember the PlayStation game Breath of Fire IV and its Element Combo system, this is like a very rough version of it. Whether it becomes a fun tactical element or an utter nightmare is up to you.
Instructions
The setup is done via the noteboxes present in the Skill tab. The configuration is as following:
<skill_fusion: x, y>
# # x = ID of the skill which remnants are used.
# # y = ID of the skill to transform into.
In the example above, Ernest casted Wind and Ralph Fire. The notetags entered were those two:
<skill_fusion: 4, 15> # Fire becomes Meteor Strike if casted after Wind.
<skill_fusion: 3, 15> # Wind becomes Meteor Strike if casted after Fire.
There are some conditions though. First, in order to invoke a fusion skill, the character must be able to use it in normal conditions (sufficient MP/TP, not silenced…). Additionally, the fusion can only occur with two (or more) members of the same party. If a slime had casted Fire and Ernest Wind, the Wind spell wouldn’t have become Meteor Strike. This check can be bypassed by setting FUSION_PARTY_CHECK to false within the script code.
Compatibility notes
Works with the default battle system and with Ace Battle Engine. However, for this script to detect Yanfly’s, you need to put it below it.
Posted on 10/12/2011, in RGSS3, RPG Maker VX Ace and tagged rgss3, script. Bookmark the permalink. 51 Comments.


















Hnnghh this is awesome <3
“Because there is no kill like overkill.”
^ YES!
overkill script incoming?^^
I wanted to put another Lilarcor quote, but it wouldn’t fit. I swear I’ll find another occasion XD
Is there way to use multiple skill fusion tags in the same skill. I can’t seemed to get it to work?
The tags were working but the during battles only the first fusion was taken into consideration. I fixed it so you can download it again.
Cool thank you. I’m glad it wasn’t me being dumb (this time).
The example shows skill_1 + skill_2 = combined_skill, but is it to possible to combine more than 2 skills?
If the fusion skill can itself be combined with another one, then yes. In the help window, it will still appear to combine two though. In short, you’ll just perform two fusion consecutively.
So no 3-skill or all party-skill fusion. Gotcha.
Hey mate, just found that this script causes issues with the latest Ace Combat Engine/Command List.
EXPLANATION:
When you choose Special Skill, the menus re-arrange so you can select your skill and target. When this happens, the character’s face picture is moved to the far-right.
Normally after you complete your targeting, the menus revert back to normal. However, if the last character you control performs a Special Skill, and you have the confirmation window set to ‘true’, the menu will not reset. This leaves the normal character line-up blank and the headshot of the last character to act to remain directly above the confirmation window.
Also, it seems to prevent Yami’s Order Gauge from working.
Just letting you know! It’s a cool script.
I tried, but I can’t seem to replicate any of the two mentioned problems. Can you give me more informations on your setup?
I have a test game set-up with:
Yanfly Ace Core Engine,
Yanfly Battle Engine,
Battle Command List,
Skill Fusion,
Order Gauge
In that order. I realised the problem with Yami’s script was that it only works if it’s ABOVE Skill Fusion.
Those are the only scripts installed to get the stated issue, with nothing else in the game altered at all bar adding 1 TP skill to the main actor’s class (so I can try to create the problem).
Can you give me a test demo with the issue because I still can’t replicate it.
http://www.mediafire.com/?87er2znprzc4uoo
Just walk around until you fight, then use the only skill he has (not normal attack).
You are using a slightly deprecated version where a typo actually clears the whole $imported hash, preventing any script detection – as, even Ace Battle Engine can’t detect its own add-ons.
It had been fixed a while ago, that’s why I couldn’t reproduce it… You just need to download it again.
In any case, this gave me the opportunity to fix compatibility with Lunatic Objects and Cast Animations so it’s all good n_n=b
Oh? I thought I was up to date! Well thanks mate
Just wait to see what I do with this script!
Well, to be fair, I hadn’t changed the version numbers upon fixing the typo. The version you had has been online less than 1 hour and I had thought that nobody downloaded it >_>
Guess I was wrong <_<
Um yeah, I’m eager xD I only have 3 months to get my game to an only-art-required standard and it takes time to learn. So I’m quick!
Heya, just found a compatibility issue with Fomar’s ATB script:
http://www.rpgmakervxace.net/index.php?/topic/802-ace-battle-engine-add-on-atbstamina-system/
It causes it to give the active player infinite turns. Just letting you know as it’s becoming an official YF Battle Engine add-on apparently (I have let Fomar know as well).
Compatibility was improved simply by positioning this script above his it seems.
It seems your script is not compatible with Yanfly’s battle system anymore. While using your script (placed below Yanfly’s Battle Engine) if makes skill animations show twice each time.
I used:
Ace Core Engine 1.07
Ace Battle Engine 1.19
Kread-Ex Skill Fusion 1.03
Not having fusion skills work makes me a sad prinny.
Simplified the script to fix the issue. It should work now.
Works great again. Thanks!
Sorry to bother you with this Kread-EX, since I’m sure the answer is right in front of me, and I’m blind, but here’s what I’m trying to do:
Lyson begins charging Spear Dive!
I’m want to make one skill combinable with multiple other skills, and from what I’ve read in the comments it’s possible, but for some reason it doesn’t recognize the second line. Am I doing it incorrectly?
Thanks in advance!
Bah, sorry, forgot about that:
+decay_on+
+charge turn: 3+
+skill_fusion: 153, 243+
+skill_fusion: 154, 244+
+start charge message+
+Lyson begins charging Spear Dive!+
+/start charge message+
+action pose: Spear Dive+
Sorry to bother you again, Kread-Ex, but I have one more question regarding Skill Fusion.
How hard would it be for me to modify your existing script to change how long the script “remembers” the first skill being used for Skill Fusion?
From my understanding of the script, it seems that two combinable skills have to be used back to back for the skill fusion to occur.
If possible, I would like to modify it so that a skill used on a previous turn can be used on a following turn, regardless of whether or not another skill or attack is used in between.
I’m hope I’m being clear enough. Thanks for your time Kread!
The idea was to add a tactical element to the action speed and order so yeah, the skills must be used consecutively.
I see. I figured that was the case. :/
Thanks for the replay, mate.
Is there any way we could modify it such that this was not the case? I’m looking for a way to do double or triple techs more like Chrono Trigger, and frankly, even if I could use both skills in the same turn it would suit my needs… it just sucks if you want to do a combo between character A and C but character B’s speed stat is between them. You’d have to force him to wait and take no action for it to go off which is a pretty huge waste in a tactical situation.
You have a *beautiful* system here. Unfortunately it seems to not be compatible with Victor’s sideview battle system: I’ve got Victor and YACE with the compatibiltiy patch, but the fusions don’t happen (no errors, they just simply don’t happen). Are there any plans in the future to include compatibility for Victor? It would be simply amazing
By sideview, you mean his animated battlers?
Yes, sorry! I’m sleep deprived XD I’m using Victor Engine’s Animated Battle script. (which of course requires his actor battlers script and the basic victor engine)
It’s a large script I’m not very familiar with (that, and I’m also rather busy). I’ll take a look but it might take some time.
You don’t have to, the script is perfect as is
Actually, I found that if you put it right under the Yanfly/Victor compatibility patch, the fusions happen (as, of course, provided that the spells happen right next to each other) but the one thing that won’t pop up is the “Fusion Active” text.
Sorry, I got cut off before I finished.- that bit can be solved by having the skill called be a unique skill with a common event with a text event (“Skill Fusion Active: Spark triggered!”)
Using this script and loving it. It definitely adds a whole new dimension to battles. There’s just a strange quirk, and I am not sure why it is happening. Everything works fine, except once the combination attack occurs, even when it’s set to hit all enemies, it animates as many times as there are enemies. Any idea why … ? I’m using Fomar’s Animated Battlers as well as his ATB system. Your script is below the Animated Battlers script, but above the ATB one.
I enjoyed using this in my game project, specially with the party check off— because it forces players to keep in mind what element they’re fighting. In my game I’ve set up both good and bad combinations (for example, casting equal levels of two specific elements will cause a fizzle. Casting equal levels of two other pairs of elements… well, let’s just say it’s rather disastrous, but the combination is logical if you think about it)– so it brings into play the ability to pre-emptively fizzle out an enemy’s spells… or take his spell, turn it around, and blast him with something very powerful that was *his* fault.
I love this script.
I can’t make it work, here my setup :
skill_fusion: 45, 47
skill_fusion: 46, 47
I am using Yami ATB, sorry for tripple post.
Silly me, I made a mistake, it woks fine.
Noticed a little hiccup here (not sure if it’s intentional or not) We have Bob and Joe vs two slimes. Bob uses Slash on Slime A and Joe uses Smash on Slime B. Joe goes second, and ends up using skill fusion Slash&Smash. Is that supposed to happen? If so, is there so way to modify it so they have to attack the same target before the fusion occurs?
Thanks in advance.
Hey Kread Ex
I was wondering if it is possible to make it like this:
One person has a limit and all of the magic for fusion is in this limit.So then when she has reached the potential she is able to use the skills tied to fusion.
Now here comes the tricky part:What I want to know is:Is it possible to make it so that she is the only person able to cast fusion magic?
For Example:A fusion ability exists:tempest which will only “activate” when two thunder spells are cast.
In battle:.Eric cast’s Thunder..His spell is normal thunder but when Issabela cast thunder it ends up being tempest.
That is what your script does normaly..BUT what if the roles changed?
For some odd reason Issabella then cast first and then Eric which causes Eric to use Tempest..
How do I make it so that ONLY Issabela is able to use the fusion magic command and not Eric at all..Even If she attacks first it would still be tempest..How do I make this happen?
Thanks in Advance
Kind Regards
Elliot
Awesome, this is a very cool script.
Est-ce qu’il y a un nombre limité de fusion possible ? Par exemple, j’aimerai faire un skill fusion activé par 4 personnages.
Tu veux dire utiliser la fusion précédente pour en faire une autre? Normalement, c’est possible oui.
Ok, ben je te te dirai si ça marche ou pas lorsque j’essaierai.
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