Project FOSSIL (v1.0): Use MV plugins in MZ! 300+ plugins Fossilized!

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Started by Restart 603 posts Page 11 of 31 View original ↗
  1. Restart said:
    odd, I'll look at it. One of the things I've been trying to do is get the animation.frames.length shortcut used by MV plugins to assess the duration of an animation to work on MZ-native animations (which don't have any frames), so it's possible that this has messed up something somewhere. Do you have the latest version?
    I have everything latest, the author said that the handling of animation in your plugin makes the problem. I can provide sample project
  2. Krystek_My said:
    I have everything latest, the author said that the handling of animation in your plugin makes the problem. I can provide sample project
    I just pushed a fix, try it now. Basically I now fall back to original behavior for detecting MV vs MZ animations if my startup code hasn't run on a particular animation.

    So long as nobody has a both a plugin that makes a separate animation database which contains MZ animations (which I don't think exists ATM), and also a MV plugin that uses the animation.frames.length trick at the same time, it shouldn't be an issue again, and I can always do a patch to address it at that point.
  3. This is pretty amazing, and the list of compatible plugins is quite something too. I wonder if anyone has tried using the Actors Friendship System with FOSSIL? I seem to recall at least one person asking if it's MZ compatible.

    I'm also kind of curious how many of my own plugins would work with FOSSIL, but they're probably not widely-used enough to justify you spending time checking them.
  4. Solar_Flare said:
    This is pretty amazing, and the list of compatible plugins is quite something too. I wonder if anyone has tried using the Actors Friendship System with FOSSIL? I seem to recall at least one person asking if it's MZ compatible.

    I'm also kind of curious how many of my own plugins would work with FOSSIL, but they're probably not widely-used enough to justify you spending time checking them.
    You can always try them yourself :) If it works I'll add it to the list.
  5. I would, but I don't have MZ yet.

    If I ever get MZ, and no-one has tried it by then, then I'll try it.
  6. Hey @Restart , some news about YEP Sideview enemies?
  7. Just got Knight Editor Visual Doodad Editor working with FOSSIL.

    Knight Editor is an add-on for grid free doodads which gives it a much improved user interface (with features like undo and selecting doodads by clicking on them). If you use doodads on your map I highly recommend it.
    QtdSgn7.png


    I also added ALOE conditional choices, a nice plugin that lets you disable or hide commands in a choice list by putting tags directly into the choice text.
  8. Restart said:
    Okay, I think I found the issue - your project probably has an older version of MZ which lacks a few functions. Update to 1.2.1

    Hey Restart. I updated my MZ. I'm still getting that issue when using YEP_victory aftermath. I still get the label measure width error.

    It may be another plugin but I'm not sure. The Fossil and Victory Aftermath DO work when I make a new project w/o other plugins. But for some reason it doesn't work in my game and not sure what plugin would be affecting it.

    Have any other ideas about a fix?
  9. BrentBAM said:
    Hey Restart. I updated my MZ. I'm still getting that issue when using YEP_victory aftermath. I still get the label measure width error.

    It may be another plugin but I'm not sure. The Fossil and Victory Aftermath DO work when I make a new project w/o other plugins. But for some reason it doesn't work in my game and not sure what plugin would be affecting it.

    Have any other ideas about a fix?
    I am travelling so don't have time to do anything with code, so this is just a guess:

    Check to make sure you updated the project's core files as well as the editor. there's a dropdown in the editor menu to do it somewhere, ask someone else on the forums about it since I can't check it myself
  10. Restart said:
    I am travelling so don't have time to do anything with code, so this is just a guess:

    Check to make sure you updated the project's core files as well as the editor. there's a dropdown in the editor menu to do it somewhere, ask someone else on the forums about it since I can't check it myself
    Restart! Thanks so much!

    That fixed it perfectly. Victory Aftermath works now. I never knew I had to use update the core files too. Even made my game slightly faster too lol.

    Wow, thanks again though. appreciate the help in this.
  11. Hi!! First of all, i want to congratulate you for this awesome plugin! I want to use YEP_WeaponAnimation and i don't know why, it doesn´t work. I'm using YEP_EquipCore (which works correctly) and YEP_WeaponAnimation, maybe i have to change the notetags <Weapon Image: x>?
  12. Hi, first of all, thanks for making this plugin. This is truly amazing and I really appreciate your effort. However I can't seem to get it to work with SRD Camera Core and the error below poped up. Is there any possible solution to this? I have little programming knowledge so I'm clueless on what to do to troubleshoot.
    Infectious Intelligence 23_6_2021 0_48_10.png
  13. @Restart any chance to use this to get your chrose engine project file working in MZ ?
  14. rafman2k said:
    @Restart any chance to use this to get your chrose engine project file working in MZ ?
    not likely, it's more a byproduct of my own gamedev than something I'm actively working on as a standalone project. Since I do some version-specific pixi stuff, ironically I can't actually port my own project. So it goes.
    If anyone wants to do a spinoff of cross engine it they are free to do so.

    Anyway hopefully should be able to resume work soonish,
  15. Hi. Has anyone tried to run YEP Turn Order Display with Visustella plugins? I need YEP battle core for this of course. When I try to load both of them with visustella core + battle core, it crashes when battler move. However, when I disable visustella battle core but leave core engine enabled, YEP turn order display is not showing at all. Does anyone have a solution for that?
  16. kamster94 said:
    Hi. Has anyone tried to run YEP Turn Order Display with Visustella plugins? I need YEP battle core for this of course. When I try to load both of them with visustella core + battle core, it crashes when battler move. However, when I disable visustella battle core but leave core engine enabled, YEP turn order display is not showing at all. Does anyone have a solution for that?
    Odd, I've tried YEP_BattleEngineCore and YEP_X_TurnOrderDisplay together and they worked for me. Is it possible there's a plugin conflict?

    Otherwise, you can try moghunter's MZ-native turn order plugin and see if that works.
  17. Restart said:
    Odd, I've tried YEP_BattleEngineCore and YEP_X_TurnOrderDisplay together and they worked for me. Is it possible there's a plugin conflict?

    Otherwise, you can try moghunter's MZ-native turn order plugin and see if that works.
    Yeah, there is a conflict for sure, but not between YEP plugins, but between YEP and Visustella's. I sudpect it would be hard to make both battle cores work togerher, as they touch the same aspects, but when I disable visustella battle core, but leave core engine enabled for other visustella plugins, turn order display is not showing at all
  18. Can you least try the alternative -_-