Skill Links


This script allows you to create “skill links” which are basically a way to connect skill effects together.

Skill links are purely a development concept: they are created to allow you to specify multiple behavior that should occur when a single skill is used. In particular, it allows a single skill to execute effects under different scopes.

For example, suppose you wanted to create a skill that damages the enemies, but also heals all allies as a secondary effect. By default, there is no easy way to accomplish this without resorting to common events or complex formulas, and even that may have its own limitations.

However, there are few things that you CAN do.
It is easy to create a skill that will damage all enemies
It is also easy to create a skill that will heal all allies.

This script introduces the link between the two skills: you simply specify the healing skill as a “linked skill” to the damaging skill, and now whenever you execute the damaging skill, the healing skill will automatically run as well.


Script: download here


RDeus:  Conditional Links – adds conditions to each linked skill


In the script editor, place this script below Materials and above Main


Both Items or Skill can be linked to any item or skill. To create a skill link, note-tag an item or skill with

<link skill: ID>

Where ID is the ID of the skill you want to link. When you use the skill, the linked skill will also be executed afterwards.

To create item links, note-tag an item with

<link item: ID>

Where ID is the ID of the item you want to link.

You can add multiple links using multiple note-tags.

Link Conditions

You can create conditions on your linked skills or items. They will only be executed if the condition is met. Every link has its own condition.

To create a link condition, use the note-tag

<link condition: LINK_ID>
</link condition>

The link ID is the ID of the link object that you created above. The order they appear in your note is the ID they have. The first link object will be ID 1, the second will be ID 2 and so on.

The formula can be any valid ruby formula that returns true or false. The following variables are available

a - action user
b - action target
p - game party
t - game troop
s - game switches
v - game variables

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43 Responses

  1. Anonymous says:

    I need some help. I cant get the Link Conditions to work

  2. lance says:

    What if i have 1 skill set to only be used from battle and the linked skill only used from menu. What are the limitations to that? Like if i use teleport in battle to raise evasion rate and use the same teleport from menu to teleport me out of a dungeon for example. will it flow nicely or would it not let me use the teleport from the menu or will it error or will it raise my evasion rate in battle and than teleport me out of the dungeon lol. All things i can test but i was just curious

    • Hime says:

      I did not explicitly handle the case where the usage timings are not met. I believe the game should just let you use the skill.

  3. plasmatorture says:

    For some reason it doesn’t seem to be working for me with skills. I can get item links to work, but even on a fresh, new project, skills do nothing.

    Ideally I’d like to set it up where it triggers links after using Galv’s timed attacks successfully, but I’m not sure that’s feasible? Still need basic skill linking to work first… But I’m curious, assuming it does actually function, at what point does it check? I could have Galv’s assign a temporary state on success, and then use this to link if they’re under that state, all in the same turn? That’d be pretty sweet…

    • Hime says:

      When a skill is executed, all linked skills are then executed immediately after.

      I’m not sure what issue you might be having though. What is the note-tag? Did you save the game before trying out the skill?

  4. Amyrakunejo says:

    How does RDeus’ plugin work?

    Or more importantly, where do I place it?

  5. Krukru says:

    Is this not compatible with GTBS or am I doing something wrong?
    When I try to make it work, only the first skill works fine (Skill 1 and linked skill have the same range, and my actor got enough Mana to use them both)

    • Hime says:

      I don’t know if it works since I didn’t test it with GTBS. If GTBS uses it’s own battle scene then it won’t work since this script assumes the default battle scene.

  6. TiagoMS says:

    Any chance of you making a compatibility patch for the "Yami Battle symphony"?

    I tested as follows:
    Skill 1 = Attack
    Skill 2 = Heal team.

    1 – Use skill 1
    2 – "1 skill" calls "skill 2"
    3 – "Skill 2 Fail".
    4 – Effect of "Heal the time" does not work (ability is activated, but the effect did not)

    The skill is activated, but the cure is effected only if, initially, another healing has taken place in the team. example:

    1 – Start the battle
    2 – Actor 1, 2 and 3 use "heal" itself.
    3 – Actor 1 uses "Skill 1"
    4 – "Ability 1" call "Skill 2"
    5 – "Skill 2" is "activated".
    6 – Effect of 'skill 2 "works.

    • Hime says:

      Create a minimal demo demonstrating the problem and upload it to dropbox, mediafire, or Then send the link.

      • TiagoMS says:


        Skill 1 = Damage + (Call Skill 2 = Heal all allies)

        Step by step.
        1 – Open the demo.
        2 – Automatic Battle
        3 – Actor X -> Use "Skill 1".
        4 – The call to "skill 2" works, but not the effects.
        5 – can repeat this 200 times, the result is always the same.
        6 – Actor X -> Use "Skill 2".
        7 – Note that NOW, was recovered the lives of allies (despite being full)
        8 – now you can use "Skill 1" again.
        9 – The effect of "Skill 1" (Called the "Skill 2") work perfectly.

        ps – the sixth (6th – Actor X -.> Use "Skill 2") can be used any skill that has effect on hero (Defense, receiving damage …). Thus, the effect of cure, the link will function also.

        In the demo, I blocked the "defense", to facilitate understanding.

        ps- just out of curiosity, why do not you added the option to cast the animation?

        • Hime says:

          Ok this might be a little complicated. I am not too sure why it's happening.

          For animation, I didn't add it because I thought it would be weird, but I can add it in the future as an option.

  7. rubydragon44 says:

    Yeah something about Yanfly's that I don't like is, although there are conditions, you can't make it so that one skill can perform multiple follow up skills.
    So say I had a sword that would grant the ability to have it so that basic attacks use an MP Drain skill, I wouldn't be able to have any basic skills use follow up skills.
    And since a lot of my ice attacks have follow ups that drain TP, that sucks.
    I wonder if I can use skill links for the definite TP Drain skill link and use Yanfly's in succession

  8. RogueDeus says:

    Did you decide not to add link conditions? If so, I think I will make a plugin to do so. This can replace 'Add Self State' and likely a few other scripts and likely be more powerful way to do so.

  9. Matthew says:

    i'm just curious, are all the skills' animations activated? simultaneously? or just the primary skill used?

  10. This is amazing! Simple and powerful; my favorite combination. Q
    Thank you so much!

  11. rubydragon44 says:

    What about something that links even if the move fails versus a skill that links only if the move is successful?

    • Hime says:

      I'm looking into link conditions.

      • rubydragon44 says:

        Did you know of
        They have conditions but I don't know if there's a way to have the condition be
        skill was successful
        or not.

        • Hime says:

          The condition itself is just a formula that determines whether the skill will be executed or not. That is easy to do.

          The linked skills are all executed after the initial skill, so you have access to the result of that action (eg: whether it hit or missed, whether the target evaded, how much damage you did, etc).

          However, I will need to find a way to make it so that the results are not overwritten when one of the linked skills is executed.

          • RogueDeus says:

            Eagerly awaiting your solution!

            Might I suggest the possibility of the linked skills having multiple possible links based on which condition resolves 'true' first?

            Like Conditional States.

          • Hime says:

            Multiple linked skills can be achieved by simply adding multiple note-tags.

            By default, all links are executed, because you might want to have one skill affect the selected target, another skill affect all other enemies, and another skill that affects the user. All at the same time of course.

            I can add another tag that allows you to change it so that it executes the first link that satisfies the condition.

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