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'Cannot read property call of undefined' during battle (action sequence problem)

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: 'Cannot read property call of undefined' during battle (action sequence problem)
  • Original author: lvkennelly
  • Original date: September 13, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/cannot-read-property-call-of-undefined-during-battle-action-sequence-problem.68274/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

So I keep getting this error when it's the enemy's turn to attack in battle, I can see the problem is to do with when the enemy steps forward during the action sequence (Yanfly's action sequence plugin used) but I can't work out why! If anyone knows how to fix it I'd be super grateful! ^^ { "lightbox_close": "Close", "lightbox_next": "Next",

Archived First Post

So I keep getting this error when it's the enemy's turn to attack in battle, I can see the problem is to do with when the enemy steps forward during the action sequence (Yanfly's action sequence plugin used) but I can't work out why! If anyone knows how to fix it I'd be super grateful! ^^


Protected download


Here's the notetag section for attack I have as well if the issue's in something I've done there! ...


<Timed Attack: arrows>


Command Amount: 3


Randomize Commands?: up, down, up


Frames: 80


Success Power: 1


Fail Power: 0


<End Timed Attack>


Motion Action: 5


Chain Action: 20:1:60


<setup action>


display action


if user.attackMotion() !== 'missile'


camera focus: target


zoom: 130%, 20


wait: 60


camera offset: right, 50


else


camera focus: user


zoom: 180%, 20


wait: 20


camera focus: target


zoom: 130%, 20


camera offset: right, 50


end


immortal: targets, true


</setup action>


<target action>


perform start


wait for movement


motion attack: user


wait: 10


action animation: target


wait for animation


action effect


wait for animation


wait for movement


wait: 7


</target action>

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Referenced Images / Attachments

errorlog.png
errorlog.png
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