victors animated battlers custom sequences

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Started by LtBenjamin 4 posts View original ↗
  1. Not sure if this is in the correct category. Everyone loves victors but few have the hang of making cool custom skill sequences in the script. I have a few i have made by altering others i found. I thought it would be very helpful if we all shared our custom action sequences. I will post some of mine when i get home. My games not commercial so i dont mine anyone else using the skills. Post yours here if u dont mind other people using them in non commercial games.
  2. http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/

    Spoiler
    #Ganon Skill - flash step -

     <action: Spear Dive, reset>

     wait: animation;

     pose: self, sufix _3, row 1, frame 3, wait 3;

     direction: targets;

     icon: weapon 1, angle 220, x +20, y +5;

     wait: 60;

     anim: id 81;

     wait: 140;

     anim: id 10;

     pose: self, sufix _3, row 1, frame 2, wait 3;

     move: self, move to, x -20, y +250, speed 30;

     wait: 40;

     icon: weapon 1, angle 130, x +5, y +5 z +1;

     wait: 160;

     pose: self, sufix _1, row 3, all frames, wait 3, loop;

     move: self, move to, x -0, y -150, speed 15;

     wait: 20;

     anim: id 10;

     move: self, move to, x -0, y +30, speed 15;

     wait: 20;

     anim: id 10;

     anim: targets, effect;

     effect: self, targets, 100%;

     wait: 20;

     move: retreat;

     direction: targets;

     wait: 10;

     </action>
        

     

    Spoiler
     <action: HaraKiri, reset>

     wait: animation;

     pose: self, sufix _1, row 1, all frames, return, wait 3;

     direction: targets;

     wait: 60;

     pose: self, sufix _3, row 1, frame 2, wait 3;

     icon: weapon 1, angle 330, x +0, y -10;

     anim: id 131;

     wait: 60;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 132;

     anim: targets, effect;

     effect: 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 132;

     anim: targets, effect;

     effect: 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 132;

     anim: targets, effect;

     effect: 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 132;

     anim: targets, effect;

     effect: 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 132;

     anim: targets, effect;

     effect: 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 132;

     anim: targets, effect;

     effect: 100%;

     pose: self, sufix _3, row 1, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _1, row 1, all frames, return, wait 3;

     move: retreat;

     direction: targets;

     wait: 10;

     </action>
     

     

     


        # Super Strike

     <action: superstrike, reset>

     wait: animation;

     pose: self, row 1, frame 2;

     direction: targets;

     icon: weapon, angle 90, x -12, y +16;

     wait: 15;

     anim: id 81;

     wait: 120;

     pose: self, row 2, all frames, wait 3;

        move: self, move to, x -0, y +0, speed 15;

        wait: targets, movement;

     pose: self, row 2, all frames, wait 4;

     wait: 4;

        icon: weapon, angle -90, x +12, y -16;

     icon: weapon, angle -45, x +6, y -16;

     icon: weapon, angle 0, x -6;

     anim: targets, weapon;

        icon: weapon, angle 45, x -10, y +8;

        wait: 8;

        pose: self, row 2, frame 3;

        anim: targets, effect;

        wait: 40;

        effect: self, targets, 100%;

        move: retreat;

     direction: targets;

     </action>

       

     


        # Super Strike2 (bodyslam)

     <action: superstrike2, reset>

        pose: self, row skill, all frames, wait 4;

        wait: 9;

        anim: targets, effect;

        effect: self, targets, 100%;

        jump: targets, height 16;

        jump: height 16;

        wait: 12;

        freeze: targets, duration 30, wait;

        freeze: duration 50, wait;

        pose: self, row attack, all frames, wait 4;

        wait: 10;

        effect: self, targets, 100%;

        jump: targets, speed 20;

        wait: 15;

        effect: self, targets, 10%;

        wait: 10;

        sound: name 'Earth1';

        wait: 40;

        pose: self, row escape, all frames, wait 4;

        </action>



     


        <action: firestrike, reset>

     wait: animation;

     pose: self, row 1, frame 2;

     direction: targets;

     icon: weapon, angle 90, x -12, y +16;

     wait: 15;

     anim: id 109;

        wait: 40;

        anim: id 110;

     wait: 120;

     pose: self, row 2, all frames, wait 3;

        move: self, move to, x -0, y +0, speed 15;

        wait: targets, movement;

     pose: self, row 2, all frames, wait 4;

     wait: 4;

        wait: animation;

     pose: self, sufix _1, row 1, all frames, return, wait 3;

     direction: targets;

     wait: 60;

     pose: self, sufix _3, row 1, frame 2, wait 3;

     icon: weapon 1, angle 330, x +0, y -10;

     anim: id 83;

     wait: 60;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 83;

     anim: targets, effect;

     effect: self, targets, 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 83;

     anim: targets, effect;

     effect: self, targets, 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 83;

     anim: targets, effect;

     effect: self, targets, 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 83;

     anim: targets, effect;

     effect: self, targets, 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 83;

     anim: targets, effect;

     effect: self, targets, 100%;

     pose: self, sufix _3, row 2, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _3, row 2, frame 3, wait 3;

     icon: weapon 1, angle 330, x -5, y -10;

     anim: id 83;

     anim: targets, effect;

     effect: self, targets, 100%;

     pose: self, sufix _3, row 1, frame 2, wait 3;

     icon: weapon 1, angle 25, x -12, y -0;

     pose: self, sufix _1, row 1, all frames, return, wait 3;

     move: retreat;

     direction: targets;

     wait: 10;

     </action>

       

     


        # Super Strike3

     <action: superstrike3, reset>

     wait: animation;

     pose: self, row 1, frame 2;

     direction: targets;

     icon: weapon, angle 90, x -12, y +16;

     wait: 15;

     anim: id 81;

     tone: red +200, blue +200, green +200, high priority, duration 20;

        wait: 120;

     pose: self, row 2, all frames, wait 3;

        move: self, move to, x -0, y +0, speed 15;

        wait: targets, movement;

     pose: self, row 2, all frames, wait 4;

     wait: 4;

        icon: weapon, angle -90, x +12, y -16;

     icon: weapon, angle -45, x +6, y -16;

     icon: weapon, angle 0, x -6;

     anim: targets, weapon;

        icon: weapon, angle 45, x -10, y +8;

        anim: id 115;

        wait: 8;

        pose: self, row 2, frame 3;

        anim: targets, effect;

        wait: 40;

        effect: self, targets, 100%;

        tone: clear, high priority, duration 20;

        move: retreat;

     direction: targets;

     </action>
  3. can you post the link of the script and also put your chain sequence in a code  tag and also in a spoiler...?

    I sadly avoid victor animated battler because is script is really hard to use in my own opinion I prefer Journey system but this is my opinion
  4. its actually easier without the spoilers, u could just copy and paste all of them at once onto the script but i changed it. also i dont know why people who use victor script would need a link to it. this is for people who already have and know how to make it work.