Beast Boost (MV Plugin Tips & Tricks)

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Beast Boost is a new passive ability found in the Pokémon Sun/Moon games. When a unit with this ability KO’s another unit, the unit will gain a boost to its highest stat as a buff temporarily. Here’s how we can make this effect in RPG Maker MV!

Required Plugins

The following plugin(s) is required to create this Tips & Tricks effect:

For help on how to install plugins, click here.

For help on how to update plugins, click here.


This is a Tips & Tricks effect created for RPG Maker MV. Tips & Tricks are not to be confused with plugins. Instead, they are usually customized code created for the sake of producing unique features/effects that do not require an entire plugin to do.

Yanfly Engine Plugins

This Tips & Tricks effect is made possible due to the Yanfly Engine Plugins library.

Click here if you want to help support Team Yanfly on Patreon.

Warning for RPG Maker MZ Users


If you are using RPG Maker MZ and VisuStella MZ, the following code may or MAY NOT work as this Tips & Tricks is made for RPG Maker MV. VisuStella MZ is NOT responsible if this Tips & Trick does not work because the code base for RPG Maker MV and RPG Maker MZ are different and the code base between Yanfly Engine Plugins and VisuStella MZ is even more drastically different.


Follow video instructions.

You can grab the copy/paste code here:

Insert the following Lunatic Mode code into your Beast Boost passive state’s notebox. Change the values to reflect the settings of your game.
<Custom Establish Effect>
// Check if Beast Boost hasn't been applied yet and if the target is dead or the target's HP is 0
if (!this._beastBoostApplied && (target.isDead() || target.hp <= 0)) {
  // Enable the Beast Boost flag
  this._beastBoostApplied = true;
  // Get the parameter ID to be boosted to be ATK
  var boostParam = 2;
  // Loop through ATK, DEF, MAT, MDF, AGI, and LUK parameters
  for (var i = 3; i < 8; ++i) {
    // Check if the looped parameter is the highest
    if (user.param(i) > user.param(boostParam)) {
      // Set the boosted parameter to the currently looped parameter
      boostParam = i;
  // Set the number of turns for the buff
  var turns = 5;
  // Buff the attacker
  user.addBuff(boostParam, turns);
  // Play an animation on the attacker
</Custom Establish Effect>