Table of Contents

MYTH_CGC_Fusion will allow you to create a system where Cards can be combined into new cards.

There are two card-combinations inside this plugin:

  1. Fusion
  2. Sleights

Current Version: 2.0.0

Fusion

Fusion is the automatic system of card combination.

Whenever a zone's contents are changed, the game will check if it contains cards that can be fused, and if so it will fuse them. Cards that will be fused together will go to the Fusion Zone, a temporary zone like the Temp Zone in the CoreEngine. The Fusion Zone can be configured through plugin parameters. Once the cards arrive at the Fusion Zone, they will be replaced with the newly fused card which will then return to the zone of origin.

Card Fusion will take priority over Card Action execution, pausing the active CA list until the fusion resolves. Similarly, the player cannot make inputs until the fusion is done.

Card Passives

Place the following inside the Card Passives of the Skill you want cards to be fused into - the result of the fusion.

Card Passive Syntax Description
[zoneName] Fusion Recipe: 
    X, Y, Z, A, B...
Replace [zoneName] with the name of a Zone

Replace X, Y, etc with skill IDs.

When the specified zone contains cards of the specified IDs, a Card Fusion will take place that removes those cards from the zone and replaces them with this card.

Hand Fusion Recipe: 4, 4, 4

The above will make the game check if the Hand contains 3 copies of a card with the skill ID 4, and if it does those three cards will be fused into the card that contains this Card Passive.

Discard Fusion Recipe: 5, 7, 9, 10, 11

The above will require that 5 different, specific cards are in the Discard, and if they are, they will fuse into the card that contains this Card Passive.

Note that a Card can have any number of Fusion Recipes, in any number of zones, including Extra Zones.

Yu-Gi-Oh Style Polymerization

Yu-Gi-Oh has a card which the player can use to select cards to fuse together. This mechanic can be recreated through clever use of the CoreEngine's extra zones parameters.

First, add an extra zone called Polymer. Then, have a Card with the following Card Actions:

Move 2 from Hand to Polymer
Move All from Polymer to Hand

This card will make the player select 2 cards to potentially fuse. If they can't fuse, they will return to the hand immediately. However, if they match IDs in any skill's Card Passive saying:

Polymer Fusion Recipe: X, Y

They will fuse before the Move All Card Action executes. Then the Move All CA will execute, moving the newly fused card into the hand.

Sleights

Sleights are the active system of card combination. They are done through player input. With Sleights, the cards don't get fused for the rest of battle. Instead, their resulting skill gets executed with all of the individual cards still in play.

Sleights are executed through the following process:

  1. The player moves cards to a dedicated Sleight Zone, either through Card Actions or through keyboard/mouse inputs to move them from the hand.
  2. When the player hits the Execute Sleight button, or when a card attempts to move to the Sleight Zone while it is full, the Sleight is executed.
  3. On execution, if the contents of the Sleight Zone match a Sleight Recipe, the current actor will use that Recipe's resulting skill.
  4. Afterwards, the Leftover Resolution will execute, which by default means that all cards not used in the Sleight Recipe will then be played one after another. This happens regardless of whether Step 3 occurs.
  5. Then the Sleight End Actions will execute. By default, this is set to “Move All from Sleight to Discard”. The Sleight End Actions must empty the Sleight Zone.

For an example of this, imagine a Sleight Recipe that requires 2 copies of the card Freeze, which results in a skill called Freeze+. If you were to move 2 Freeze cards and 1 Burn card into the Sleight Zone and then execute, the current actor would perform Freeze+, followed by the remaining Burn.

Leftover Resolution

The Leftover Resolution determines what happens with the remaining cards after a Sleight Execution. If no Recipe was met, all cards in the Sleight Zone are considered the remaining cards; similarly, if all cards in the Sleight Zone are ingredients in the Recipe, then none of them are considered the remaining cards, and the Resolution is skipped.

The settings are as follows:

Option Description
Play in Sequence
This plays every remaining card in the order in which they were added to the Sleight Zone, executing each one's skill as if the card had been played from the hand.
Play First Card Only
This plays the first remaining card that was added to the Sleight Zone.
Play Last Card Only
This plays the most recently added remaining card.
Play Random Card
This chooses a random remaining card and plays that.
Do Nothing
Does nothing.

When a card is played as part of the Leftover Resolution, its cost is paid. If the actor cannot afford the card's cost, it is skipped.

If the Leftover Resolution is set to play a single card and the actor cannot pay the skill cost of the chosen card, the card is skipped and the Leftover Resolution is ignored.

Card Actions

Card Action Syntax Description
Execute Sleight
Uses the current contents of the Sleight Zone and performs a Sleight Execution.

Recipes Plugin Parameters

While Fusion Recipes can be assigned through Card Passives, a much more complicated set of Recipe Rules can be given to both Fusions and Sleights through Plugin Parameters. In this system, Recipes can have a range of acceptable cards or several different valid combinations.

Rule Description
Required Ingredients
This list is analogous to a recipe set through Card Passives. Every skill in this list must be present in the Recipe's specified Zone to be valid.
Valid Ingredients
This is an extra list of skills that may be present in the Recipe. For example, if a Recipe requires 4 cards, and there are only 3 Required Ingredients, this list may define what cards can appear as the 4th ingredient.

Ensure all Required Ingredients are in this list too! You can leave this list blank and all Skills will be acceptable.
Card Type Rules
This is a list of Rules governing how many Cards of a given Card Type can appear in the Recipe.

For example, if you create a Rule with a Card Type of Fire and a Minimum Amount of 3, then in addition to the above rules the cards used in the Recipe must include at least 3 Fire cards.
Cost Rules
This is a list of Rules governing how much MP/TP/HP the cards in the Recipe may cost.

You must be using an external plugin that supports HP Costs in order to use that option.

An example Recipe might have an empty list of Required Ingredients, and both a Minimum Amount and a Maximum Amount of Fire Cards set at 3, requiring that exactly 3 cards are Fire. In addition, it has a Minimum Total MP Cost of 4 and a Maximum Total MP Cost of 6. And the Zone is set to the hand.

In this example, when cards are added to the hand, the game checks if the hand includes 3 Fire Cards whose total cost is between 4 and 6. If it does, those cards are fused into the Resulting Skill.

Recipe Scenes

Both the Fusion Recipe Scene and the Sleight Recipe Scene work the same way. On the left is a list of Skills that Recipes can result in, and when you highlight a Skill the right window populates with the list of Recipes that result in that Skill. Scrolling through those Recipes shows each one's Preview Cards in the bottom-right window.

If a Recipe is Hidden, it will display in this scene using the Hidden Skill Text, or using the Recipe's Hidden Description, and no Preview Cards will display.

If a Recipe is Locked, it will not be present in this scene.

Version History

v2.0.0
- Added Fusion Recipe Plugin Params
- Added Fusion End Actions
- Added Fusion Recipe Scene
- Added Sleight System, including its scenes and params.

v1.0.4 
- Updated for compatibility with CoreEngine v1.7.0. Skew is now measured in degrees instead of radians.

v1.0.3 
- Fixed bug that prevented the Zone Coordinates and the Skew from being editable.

v1.0.2 
- Added Warning Message infrastructure.

v1.0.1 
- Fixed bad error handling resulting in crashes at start of battle in niche cases.
- Invisible cards now become visible when fusing.
- Slight refactoring.

v1.0.0 - Released plugin!