'Cannot read property call of undefined' during battle (action sequence problem)
BMM Archive · July 15, 2026
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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>
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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