Hope its okay for me to ask a potentially dumb question, but I installed the item synthesis mod and I was able to get a couple recipes working, but now for some reason I'm getting a "TypeError: undefined is not a function" error. I can't seem to figure out whats wrong. I've tried changing the reagents for the recipe but I don't think that's the problem. Any advice?
Follow the basic troubleshooting guidelines on the first post:
BASIC TROUBLE SHOOTING
1. Are all your plugins up to date? If they're not, download the updated versions from here:
http://yanfly.moe/yep/changelog/
2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as
http://yanfly.moe/yep/ inside of the Plugin Manager?
4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager?
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:
http://yanfly.moe/yep/changelog/
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
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Hi Yanfly! Your plugins are amazing, thanks a lot.
BTW I am new to this forum and to RMMV, so hi to all!
I think found a bug in your action sequence pack plugins.
When I use for instance <action copy: skill:9> to copy the action sequence from a skill, in this case Fire, to another (Spark for instance). Not only the action sequence gets copied, but the "Repeat" from the original skill too, so if Fire is defined with repeat 5, Spark will have repeat 5 too, even if I define Spark with another value of repeat.
BTW would it be possible to add an action sequence like your "TINT SCREEN" but one that only affects the background, and not the battlers or animations. It would be great!
thanks.
The "Repeat" command is merely a means of way of automate the action sequence creation. This means, that the "Fire" skill that has Repeat 5 will mean the action sequence will be designed to repeat its damage action sequence 5 times. Therefore, if you copy that, then it will repeat it 5 times as well.
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Hello.
I'm not sure if this should be a place to ask for Action Sequence help, (so I'm sorry)
But is there/what is the IF statement I can use to check if battler is certain actor. So to say to have their basic attack animations slight vary per character.
Also
@Yanfly
I've been using Action Sequence Pack 2 1.7a for a while (and it's been working with VE's Animated Battlers) but I tried updating to 1.7c today and it broke.
I forgot to do a Screencap before I reverted -- but I was getting an _x_actorsprite error... obviously it sounds like something would conflict, but it seemed that 1.7a was working just fine with it.
NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.
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Yay, base parameter control

Quick question, is it possible to set the base parameters based on individual variables per actor. I would like to use the actor variables (status menu plugin) to set up a sort of D&D-ish stat/skill system, and have it affect the base parameters, if that is at all possible. For example, the individual character's' Strength score adds to the base ATK.
The base parameters are calculated via the class and not the actor. If a DnD stat system is something you'd like to achieve, I'd personally recommend asking for a specialized plugin for it or modifying parts of your own source code itself:
Line 3831 rpg_objects.js
Game_Actor.prototype.paramBase = function(paramId) {
return this.currentClass().params[paramId][this._level];
};
You can make all the changes you personally want there inside of the source code.
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Hey Yanfly. huge fan!
I was using the BattleSysATB plugin when the game reported a TypeError. I have linked to you a screenshot of the debug. All I did was rename the core engine from dtb to atb.
Bug Link:
http://prntscr.com/akn1p1 Thanks Yanfly!
BASIC TROUBLE SHOOTING
1. Are all your plugins up to date? If they're not, download the updated versions from here:
http://yanfly.moe/yep/changelog/
2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.
3. Did you make sure all of the plugins are placed in order as
http://yanfly.moe/yep/ inside of the Plugin Manager?
4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager?
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:
http://yanfly.moe/yep/changelog/
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.
6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
---
Hi Yanfly,
I also wanted to mention there's a compatibility issue with Moghunter's Battle Camera even. I think the conflict is within the Battle Engine Core.
It doesn't crash, however all of the pop up damage for enemies are off set to the left or to the right. (This is with Action Sequences Off and On) and this is also
in conjunction with MogHunter's PopUp Damage Plugin.
Thanks
NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.