Hmmm I followed your instructions but the enemies did not get pulled towards my black hole.@moldy Yes this is possible, I made a blackhole skill for you! In the 0.77.1 version.
Here is the black hole charaset I recolored.
View attachment 78777
Ok, so we are using this character as a summon (name Blackhole)
First create an actor on any ID you want (15 for me) with the charaset above.
Then put that in the actor notebox :
For me the skill ID 97 in the database is the skill the blackhole will use (name is "Gravity"), use whatever ID you want but you will have to change the skill ID number inside <letbs_commands> </letbs_commands>Code:<letbs_sprite> pose(idle): use_chara has_no_corpse turn_order: auto status_sprite: auto </letbs_sprite> <letbs> move_points: 0 </letbs> <letbs_commands> skill[97] </letbs_commands>
Create a blackhole class with 1 HP max and 1 MP on all levels. Then set the actor "Blackhole" on the class "Blackhole"
In the skill ID 97 Gravity, put that in the notebox :
With 1MP cost.Code:<letbs> scope: circle(0) scope_options: include_center sequence: skill_pull(3) pass_on_use aoe: circle(6) </letbs>
It will pull 3 cells all entities 6 cells away from the black hole. Then, the turn will be passed automatically.
In the HP damage formula put this :
a.addState(1); 10
That means it will kill "a" aka the user, so it will kill itself, then inflicts 10 flat damages on all entities inside the area. (of course you can set up a damage formula instead)
Then on LeTBSConfig add that with other summons :
Be sure to change the ID number with the ID of your black hole member. (15 here)Code:"Blackhole": { turn_order: "after_caster", visible_in_timeline: true, kind: "actor", id: 15, tied_to_caster: false, stats: { mhp: "1", mmp: "1" } },
Then Create a skill (number 93 for me but it is not important at all) : Black hole summon and give to to anyone you want with that in the skill notebox :
And... that's it you are all set up !Code:<letbs> scope: circle(7) scope_options: need_free_cell sequence: summon(Blackhole) </letbs> <letbs_AI> type: summon </letbs_AI> <Cooldown: 12>
Now you just have to change the values to suit your needs, you can for example set a looping animation to the charaset so it will be way more impressive, you can increase range, erase line of sight of the summon, make it play by the IA (but the player will not have the time to analyze the area of effect) etc.
From what Chao' reported, there seem to be some compatibility issues with Yanfly's CD and BuffStateCore.Cooldowns don't work anymore.
Hm, I don't have my project right now but as far as I recall, there is no default config.is there a default sprite config in 77.1?
I'd have to double check the TimelineControl add-on. Maybe something got broken with the updates.Emergency Turn (the skill that's supposed to give an ally their turn instantly) doesn't seem to work at all.
Paste the error log. There's no way to help you otherwise.Got an error just now. "Cannot read 'battler_sprites" of undefined." What do I do?
Unusual error. Do you have all the required plugins and are they in the correct order ?Hey guys, first time trying to set all these plugins up, I am getting this error, Please help![]()
Now that you mention it, let me make sure that add on is up to date on my end.From what Chao' reported, there seem to be some compatibility issues with Yanfly's CD and BuffStateCore.
Hm, I don't have my project right now but as far as I recall, there is no default config.
The game will throw an error if there is no configuration tag for your battlers.
I'd have to double check the TimelineControl add-on. Maybe something got broken with the updates.
Paste the error log. There's no way to help you otherwise.

Hmmm yes I also thought about just copying the way Salvation was handled and restrict it to cross scope only. Thanks for helping. I will be bugging you about more potentially complex skills in the near future@gushertv
For some reason, the script have difficulties to load the battle system windows, are you sure to have all scripts set to ON?
If you are new to this I would recommend you to start your project from the demo (which is working)
@N-Amata
When does it happens?
In your case the script have difficulties to load a scope, did you use a custom scope?
If yes, please show how you set up the scope in the config file and in your skill notebox : )
If not, please tell us when does it happens.
@moldy
Yes, I noticed that too, the easiest way to avoid that is to restrict your AoE to line and cross ( + and x you can combine both ) and not in circle because pulled out characters might end in the same cell if they are in the same range of the circle area.
I think it would not be so easy to fix because I guess everything is handled at the same time.
In the game Dofus, there is a priority order like this for AoE skills :
View attachment 78988 View attachment 78990
It means, the first affected by the AoE will be right in the middle and so on, between each step the game will recalculate the positions and will act accordingly (the order is like a watch (clock)).
If you can modify the pull sequence to act like that it might correct the bug you are facing, it is way out my league, sorry :/
Can you send us the notetags for the shoot skill?@Chaosicaa I did not even put a custom scope. I merely used scope(5) for a skill named "Shoot." It happens whenever I click on the Skills command in the command window. To get it working again, I deleted the skill from the database. I suppose I can live without it. However, I would still like to know why this happened. After all, I never did anything too crazy. I want to avoid this in the future.
Also, I want to create a skill named "Throw," in which the user throws the target into a tile within the scope. Could anyone tell me whether that is possible? And if so, how?
Really sorry for the constant stream of questions, but I really do like this system and I want to make it work for my game![]()
I solved the scope problem, thanks! And thank you for the suplex skill!Can you send us the notetags for the shoot skill?
What version are you using?
Also For throw:
SUPLEX CITY:
Throw an enemy in a medium scope
Notetags for main skill:
<letbs>
scope_select: enemies
scope: circle(1)
sequence: suplex
scope_options:through_obstacles
</letbs>
Notetags for the "Scope Skill"
<letbs>
scope: circle(4)
scope_options:through_obstacles, need_free_cell
</letbs>
Sequence for 'suplex'
"suplex": [
"wait: 60",
"save_entities: suplex, cursor_battler",
"request_selection: skill(406)",
"call: pre-skill",
"jump_to_cell: saved(suplex), cursor_cell, 250",
"anim: saved(suplex), 377",
"effects: {aoe}_enemies, current_obj, obj_anim",
"call: post-skill"
],
replace 406 with the ID of your scope skill.
Replace 377 with a valid animation
I take my inspiration from Sabin's Train Suplex.
PS: Hope everyone had a great holiday and has a great New Years.
//=============================================================================
// Battle Party Members
//=============================================================================
/*:
* @plugindesc Change Party Battle Member Size.
* @author Soul Pharonix
*/
(function() {
var oldMaxBattleMembers = Game_Party.prototype.maxBattleMembers;
Game_Party.prototype.maxBattleMembers = function() {
return $gameParty.size();
};
})();

Game_Party.prototype.maxBattleMembers = function() {
return 3;
};
