Victor Engine Help Needed [RPG Maker VX ACE]

I recently installed Victor Engine, and honestly have no clue what I am doing, there are manuals, and YouTube Tutorials. But there are some features that these videos don’t cover, and I genuinely cannot understand or navigate the Manual. (Though it might actually be pretty obvious, but it’s not clicking with me.) Also not to mention they are very old and could possibly be outdated.

I could use some help walking me through the process of things. Right now specifically I need help knowing how to show different enemies during battles with the Animated Battle stuff. Because as of right now enemies can only have the “Man Eating Plant” Sprite, and I would like to have more enemies than the “Man Eating Plant” in the game I’m working on.
I have seen a lot of very old videos showing more than just the sprites of enemies being displayed during combat, instead it showing their art portrait Graphics.

I know I’m gonna need more help in the future, so if anyone is here who knows Victor engine and is willing to help out this clueless guy, that would be really appreciated. :slight_smile:

also I am using RPG Maker VXACE

The Manual Is accurate. What you first have to understand is that you can display the actors and enemies in three different methods. Default, Holders and Kaduki.

I don’t know if you can mix an dmatch the styles but I am using Kaduki in my project.

So all the graphic files are in the 3x4 format.

Walking, Battle actions 1, battle actions 2, battle action 3, battle action 4, battle action 5

And the enemies I designed in the same manner.

image_2026-07-01_110829106

Walking , battle sprite, editor image

And just configure the database with you battler file name

This is another example of how the file is designed - defaults to the first actor if you set it this way.

notice that this is a full sheet.

Battle image, walking sprite.

I have the second named with a b because I changed Modern Algebra Bestiary to use the monster file name + b so then it shows just the image and not the sprite sheet as it was doing for me in my project.

And the code in the script needs to be added

image_2026-07-01_112054934

Not like the actors

image_2026-07-01_112218080

You basically need to experiment with a few options and keep working on it. It does take a bit of effort to understand one of the methods let alone two.

This is what I use, but the script allows you to do things differently.

Also if you stop working on it, you will probably forget how it works again, so keep at it.

I figured all this out and set my graphics to the format that worked for me and now I don’t 100% remember what needed to be done.

Second skills - Just as seen in the code - <attack pose: skill, reset>

These can be edited, but only if you know what you are doing.

It can be quite complicated and a mistake will make the battler do odd things.

In the end if you find this too much, most people go to TheoAllens Animated Side View Battle System as they understand it better. TSBS

That is very interesting, thanks for offering to help me out! (Sorry for the wait.) It admittedly has been nearly half a year since I actually installed VE, so I did unfortunately forget how I got the progress I made. (as you predicted, lol) though I do remember the progress itself.

So firstly, if it would help I’ll let you know what I have gotten done so far:

-These are the addons I have installed:

-I am able to initiate, Fight, and Win/Lose the actual battle and it looks like this:

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Everything here works just as planned, for right now the issue I am having is changing the of graphics for the enemies. (not the “Troops” just the graphics.)

I understand that you made your own Sprite Sheets, right? (They are incredible if they are BTW) If so, does that matter? Because I just use the pre-made graphic sheets the game provides:


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So if I were to for example, want to make the player fight a slime what should I do? Because everything else is just telling me to duplicate the file and change it’s name. Which just does this:


(Sorry if you explained it already, I am not at all savvy when it comes to this stuff)

Your issue is exactly why I make my sprite sheets the way they are. The script defaults to Actor 0. I don’t know of a way to make it use actor 2 position.
This is where I showed you the Monster Skull sprite sheet. I tried to point out that it is a full sheet but the battler image is in the position 0 and the walking sprite is in position 1.

see how this is a full sheet.
The battler image is the same sprite repeated from the walking image row 3.

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