I believe this is the answer you are seeking (credit goes to Mr. Bubble):
Here's the script. The script itself can be inserted below the sideview scripts, but you will need to modify the actual variables in the script to your preferences because I don't know how you made your animations. I left details for you in this script.
CODE
module N01
single_action_template = {
#~~~~~~~~~~~~ Add single-actions in this section ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Majinken
# PROJECTILE is the animation that moves to the target from the caster.
# Change ID to the animation you want to use in your database. Time is the
# amount of time the projectile takes before it reaches the target. Make
# sure the animation lasts long enough before it reaches the target.
# Type ID Object Pass Time Arc Xp Yp Start Z Weapon
"MAJINKEN_PROJECTILE" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 0,false,""],
#
# CHARVANISH simply makes your battler disappear right before the animation
# on the character is played. The character will reappear again if you use
# another Battler Animation such as "WAIT(FIXED)".
# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
"MAJINKEN_CHARVANISH" => [ 0, 12, 10, 2, 0, 1, 0, true,"" ],
# Majinken Movement
# MOVE will move the caster to a certain distance from the target. Change the
# X value to whatever you want to your liking.
# Origin X Y Time Accel Jump Animation
"MAJINKEN_MOVE" => [ 1, 200, 0, 12, -1, 0, "MOVE_TO"],
# Majinken Animation
# CHARANIM is the animation that will play on the caster while the actual
# battler is hopefully still hidden. Change ID to the animation ID with the
# character animation.
# Type ID Object Invert Wait Weapon2
"MAJINKEN_CHARANIM" => ["anime", 5, 0, false, false, false],
#~~~~~~~~~~~~ End of single-action section ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
} # <- Do not delete!
ANIME.merge!(single_action_template)
action_sequence_template = {
#~~~~~~~~~~~~ Add action sequences in this section ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Because I have no idea how you've made your animations, you will need to
# adjust the timing of everything in this sequence using wait functions
# or adjusting the single-actions used above.
#
# You will also need to assign this sequence to a Skill ID before you can
# use it.
"MAJINKEN" => ["MAJINKEN_MOVE", "MAJINKEN_CHARVANISH",
"MAJINKEN_CHARANIM", "MAJINKEN_PROJECTILE",
"28","WAIT(FIXED)",
"OBJ_ANIM", "18","Can Collapse", "FLEE_RESET"],
#~~~~~~~~~~~~ End of action sequence section ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
} # <- Do not delete!
ACTION.merge!(action_sequence_template)
end
The sequence right now is actually usable if you assign it to a skill ID. It should give you a visual idea of what you need to adjust with the sequence and single-actions.