Solved!
I changed a few things about the Action Sequence to make it faster but the main problem was the State, so I changed it for this code (I found in a post) and it work:
JavaScript:
<JS On Expire State>
user.forceAction(211, -1);
BattleManager.forceAction($gameParty.members()[1]);
</JS On Expire State>
The Landing Common Event has been changed to:
Code:
BTLOG: Clear Battle Log
ACSET: Setup Action Set
Display = true
Immortal = true
Wait = false
Cast = false
Wait = false
MOVE: Move to Target (s)
Target = user
Targets = all targets
Target = front base
Melee = 24
Offset = horz
Offset X = 0
Offset Y = 0
Duration = 1
Face = true
Movement = Linear
Movement = Victory
Wait = true
CAMERA: Focus Target(s)
Targets = user
Duration = 30
Camera = InOutSine
Wait = true
ZOOM: Change Scale
Scale=1.5
Durantion=60
Zoom = InOutSine
Wait = true
MOTION: Motion type
Targets = user
Motion = attack
Show = true
MOVE: Opacity
Targets = user
Desired = 255
Duration = 1
Opacity = Linear
Wait = false
MOVE: Float
Targets = user
Desired = 0
Duration = 20
Float = Linear
Wait = false
ANIM: Show Animaation
Targets = all targets
Animation ID = 2
Mirror = false
Wait = true
MECH: Action Effect
Targets = all targets
IMPACT: Shockwave from Target(s) Center
Targets = all targets
Target L. = middle center
Amplitude = 30
Wavelength = 160
Duration = 60
MOTION: Wait By Motion Frame
Motion Frames = 5
CAMERA: Reset
Reset = true
Reset = true
Duration = 60
Camera = InOutSine
Wait = false
ZOOM: Reset Zoom
Duration = 60
Zoom = inOutSine
Wait = true
MOVE: Jump
Targets = user
Desired = 200
Duration = 30
Wait = false
MOVE: Move to Point
Targets = user
Destination = home
Offset = horz
Offset = 0
Offset = 0
Duration = 12
Face = true
Movement = Linear
Movement = walk
Wait = true
ACSET: Finish Action
Immortal = true
Wait = true
Wait = true
Clear = true
Home = true
Wait = true
Anyway,
@Greyman972 , if you don't want to make it this hard, i've been researching and found this post with an idea withouth the Action Sequence. Maybe it could be useful.
Until I messed around with forced actions for a bit, I thought the only method of imitating the dragoon jump was using the Yanfly's several plugin method. Half of which are just there for aesthetic reasons assuming you are in side view. Once I discovered you can choose "last target" in force...
forums.rpgmakerweb.com