Magnet (MV Plugin Tips & Tricks)

From Wiki
Jump to navigation Jump to search

Welcome to the wiki! This is where you can find resources from, Æ,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.

In Kingdom Hearts 2, the Magnet is an ability that can be used to pull enemies towards a target. While changing the base location of enemies in RPG Maker MV comes with various problems, you can change their rows instead to draw them closer! Here’s how to recreate it 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 Magnet skill’s notebox.
<After Eval>
// Get the target's row ID.
var row = target.row();
// Get the target's alive allies.
var members = target.friendsUnit().aliveMembers();
// Loop through each member.
for (var i = 0; i < members.length; ++i) {
  // Get current looped member
  var member = members[i];
  // Check if member exists and if the row doesn't match the target's row
  if (member && member.row() !== row) {
    // Change that member's row
</After Eval>