Effect: Shapeshift

This effect allows you to transform one battler to another by applying a state. Adding it to an actor will transform to another actor, while adding it to an enemy will transform it to another enemy.

The transformed battlers have the following properties

  • Changed class
  • Changed parameters

Along with the optional properties

  • Changed skills
  • Changed equips



Script: download here
Required: Effects Manager


Place this script below Effects Manager and above Main


Tag your state with

<eff: shape_shift battler_ID change_equips change_skills>


`battler_id` - either the ID of the actor or an enemy, depending on the battler type
`change_equips` - true or false, if you want to transform equips
`change_skills` - true or false, if you want to transform skills

If you don’t want to change equips or skills, then your old equips or skills
will only be preserved if the transformed battler can equip or use those
equips or skills.


If you want to change to actor 5, change the equips to the new actor’s
equips, but use the original actor’s skills, tag a state with

<eff: shape_shift 5 true false>

Actor 5 will need to have the appropriate “equip” and “skill type” features.

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90 Responses

  1. JOokami7 says:

    How would i go about having a transformed Actor revert back to the original upon being K.O’d? I’ve been trying several things with Common events and its not working.

  2. Anonymous says:

    First of all great script, thank you 🙂 Everything seems to work fine except one thing – when the character reverts back to its original form after the battle, all their skills are gone [they gain skills from crystals, not by leveling] – how would I make it so they remember the skills when reverting back to that character?

  3. taylor says:

    I seem to have a problem getting the equips to transform, regardless of whether I set change equips to true or false it maintains the old equips and doesn’t equip the new ones.

  4. DG says:

    If the party wins the battle, does the original actor get the EXP or does the temporary actor get the EXP?

    • Hime says:

      The original actor receives the EXP. The temporary actor is only used to pull information from: instead of thinking of it as changing from one actor to another, you can just think of the original actor switching classes/graphics or something.

  5. DetectiveGame says:

    Interesting Script. Will the character be able to keep his or her levels and stats when transforming?

    • Hime says:

      It will preserve the level, but if the target actor is a different class, then the stats will be different.

      • Anonymous says:

        I’m using animated battlers for my game and I want to change the battlers when the shape shift occurs. Is there a way to also change the battler note tags to those of the new actor?

        • Hime says:

          Upon transformation, the actor takes on the role of the new actor, note-tag included. The animated battler script probably assumes the battler’s name does not change during battle.

          • Anonymous says:

            Sorry, can you help me make this script work with Galv’s Animated Battlers?


            I know you’re not accepting compatibility requests, but I really like this script.

          • Hime says:

            Untested but after lines 142 and 160 of the shapeshift script, type setup_animated_battler so that the game will refresh the animated battler name.

          • DG says:

            I appreciate the help with refreshing the actor’s battler’s when a shapeshift state is applied. Is it possible to do the same for enemies? When I apply a shapeshift state to an enemy, they change stats but don’t change battlers.

        • Hime says:

          Looking at the script I’m actually expecting the game to crash when the enemy’s state is removed. And it does…which is not good. I will update the script and then provide instructions for how to get galv’s script to work. I think it will be the same procedure (add the setup_animated_battler). I might be able to make it so that you just need to add it in one place.

        • Hime says:

          I’ve updated the script. Trying adding setup_animated_battler under line 108 and 111. I’m not sure how enemy battlers work in galv’s script but if it’s the same as actors that might work.

          • Anonymous says:

            thank you it works. It has one last problem though. When a character dies while it has a shapeshift state, it remains in that form even if the state leaves. Is there a way to remove the form along with the state when the character dies?

          • Anonymous says:

            awesome, thanks, you’re the best

          • Anonymous says:

            Thanks you’re the best!
            Is there a way to have exceptions to this script? Like maybe allow some states to remain after death?

          • Hime says:

            No. It’s just a simple workaround to get around the “all states cleared out after death” problem. I would suggest looking for a separate script for a more appropriate solution.

          • Anonymous says:

            Will your permanent state script be able to work with this?
            It’s because I also have this boss where they transform into another boss during the fight. Instead of dying as they boss, they instead use the animation for the original enemy.

          • Anonymous says:

            Terribly sorry! I figured it out! Thanks!
            I had no idea you can put state IDs on that script

          • Hime says:

            Good to hear. I wasn’t sure whether it was possible but it seems like it is!

      • Anonymous says:

        Whoa cool! Thanks a lot!

    • DetectiveGame says:

      I’ve been playing around with this script expecting it to also change the actor’s battler to the new actor’s. It doesn’t change the battler sprite?

      • DetectiveGame says:

        Is there a way for the transformation to also affect note tags? Like switch not tags into those of the new character?

  6. DrakeLovesNekos says:

    Hey Hime! I’ve got a favor to ask. I’ve been using Mog Hunter’s Battle Hud Ex (Silver Hawk Theme) and I’ve been wondering, is there a way to have the Actor’s Face Set change while the Actor is shapeshift/transform with another actor with a different Face Set?

    In the Face Set used during battle, their labeled as “Face_1″(meaning that’s the faceset that’s gonna be used by actor 1) and so on. When I use the skill, the transform works but, the Actor face… does not change. Will you be able to have the time to create a patch or something for that?

    • Hime says:

      Can you create a demo with only the relevant scripts and send it to me?

      • DrakeLovesNekos says:

        http://www.mediafire.com/download/13vpcwtrcc4ualg/Mog+Hunter+and+Hime.rar Here you are~! The Battle Hud I’m using is here along with the Effect and Shapeshit script you’ve created. THe Battle Hud is in another language (Portuguese)

        • DrakeLovesNekos says:

          I’ve been wondering, any progress with the Mog Hunter Battle Hud Ex thing? Also, is there a way to automatically shapeshift back into the original actor at the end of a battle and right before EXP is distributed? I get this error when the battle ends if an actor is still shapeshifted:

          Script ‘Game_Actor’ line 171: NoMethodError occured.

          undefined method `object’ for #RPG::Weapon:0x8ea81cc (Has <> at the beginning of RPG and end of c)

        • Hime says:

          This should refresh the battle HUD’s face. For the shapeshift revert you’ll have to find a way to remove the state before the end of battle since that’s what triggers the revert to occur.

  7. Sainthell says:

    Hello again, Tsuki! That’s a neat script, i’ll say, but i’m facing some problems. My main character’s (The only one that’ll be able to choose this class) appearance, class, race, and name, is choosen at the start of the game. I can still transform, however, When the battle ends (Or i revert), the character reverts to it’s first state (AKA, No name, preset class, no appearance). Is there any way to stop this?
    I use scripts to make the scene to choose Race, Class, and Appearance, and i use the event command to change names. Namely, the script is called Kaimonkey’s Character Creation with Races.

    • Sainthell says:

      BTW, sorry if i sounded too casual calling you “Tsuki”.

    • Hime says:

      The problem here is that my script assumes all of the actor data is pulled from the database, rather than from the local game actor objects. This is a serious issue because my assumption basically says “actor data does not change throughout the game”, which is clearly wrong.

      Things like equips are handled properly, but everything else is not.
      I have updated the script to address the issue.

      • Sainthell says:

        Something strange happened, though.
        “Script Hime Instance Items line 514: Type error occurred.
        Can’t convert RPG::Weapon into integer.”

        • Sainthell says:

          I “kinda fixed” that error by unnequiping my weapon, but at the end of the battle i got another error; same line, “No implicit conversion from nil to integer”;

          • Sainthell says:

            It fixed itself once i turned the notetags like this: < eff: shape_shift 10 true false >
            Loading equips may give it an error, but since it’s loading my character’s name and icon, i’m pretty happy with it. Thanks!

        • Hime says:

          What note-tag are you using for this? I’ve tried both true and both false but still haven’t managed to get the equip issue.

          • Sainthell says:

            I used < eff: shape_shift 10 true true >, actor 10 without any weapons or armor.

          • Hime says:

            I am unable to reproduce this issue with the same note-tag and target actor with no equips. Does this issue occur in a new project?

          • Sainthell says:

            Welp, another problem. I can’t seem to revert at the battle’s end, even if i set the state to revert.

          • Hime says:

            What do you mean by “set the state to revert”? My state is set to remove at battle’s end and after the battle my actor reverts to normal.

          • Sainthell says:

            That’s the problem, mine too, and i’m having problems manually reverting the transformation in-battle. I do think it may be something about my other scripts. I can list my scripts, or send you the project in question (However, i think it would be a bit hard, as the game is on my native language.). i’ll make a document with all the scripts i’ve used, and link it here, right now, tho’.

          • Sainthell says:

            New update: Just tried in a new project again without any equips. With/Without Equips and “True true”, i get error 31, and without equips with “true false”, i don’t get any error, transforming or reverting since the second “True/False” is about skills, and both the class that transforms and the transformed class share the same skillset, i’d think it’s that. However, while it works flawlessly on a new project, i’m still finding some problems with my original project, i fear..

          • Hime says:

            I have found the equip issue and have resolved it. See if it works in your project.

          • Sainthell says:

            As far as i’ve seen, it’s totally fixed (And trust me, i’ve been doing this for 4 hours, i found lots of errors on my project caused by one script x_x) Anyways, it’s working now, thank you very much!

  8. Anonymous says:

    This effect just in battle?

  9. Conorcorn says:

    When I Use the script,

    "Script 'Game_Actor' line 52: TypeError occurred.
    no implicite conversion from nil to interger"

    appears when I select new game from the start menu. Is it a clash with another script, and if it is, what kind of script would it be clashing with?

    • Hime says:

      You're going to have to debug your project and figure out which script is causing the problem. I have not seen this issue before.

  10. Conorcorn says:

    When I used this script I got an error screen when I started play testing the game, it said; Script 'Game_Actor' line 52: TypeError occurred

  11. Bone Dragon says:

    Sorry to bother you Tsuki… It is posible to remove the shapeshift state if the character is knockaut?

  12. sean says:

    The script works but I have one question. I am not a scripter but I noticed that when the
    enemy shapeshifts, it does not have maximum hit points of new creature. i.e. I want the slime to turn into a wisp. It does so but it keeps the slime’s current hp. How would I set it up so that it has current hp equal to the new creature’s mhp.

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