Enemy Transformations (MV Plugin Tips & Tricks)

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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.

Enemy Transformations can be done through events, but it’s not easy to have events ready all the time at any moment, especially when something like, a state tied to the transformation expires. This video will teach you how to tie transformations together with states!

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.

Grab the copy/paste code here:

Place this inside of your state’s notetag. Change the text to fit your game’s settings.

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
  // Archive the previous enemy ID.
  user._prevEnemyId = user._enemyId;
  // Set the target enemy ID you want the enemy to change into.
  var transformEnemyId = 2;
  // Transform the user.
</Custom Apply Effect>

<Custom Remove Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
  // Retrieve the archived enemy ID.
  var transformEnemyId = user._prevEnemyId;
  // Transform the enemy back.
  // Clear the archived data.
  user._prevEnemyId = undefined;
</Custom Remove Effect>

Happy transforming!