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

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Started by Restart 603 posts Page 12 of 31 View original ↗
  1. Jrrkein said:
    Can you least try the alternative -_-
    I would, but can't find mog's turn order plugin. It's not on his blog at least. Is it still available? I know it's quite off topic, but can someone send me a link to this plugin in PM?
  2. Geeze. Use google .-.
  3. kamster94 said:
    I would, but can't find mog's turn order plugin. It's not on his blog at least. Is it still available? I know it's quite off topic, but can someone send me a link to this plugin in PM?
    Mog distributes his plugins as a big zip now, there's a link in the OP.
  4. he definitely lazy to look at first post
  5. I did a few tests on MZ since it seems to be free on Steam temporarily, and I can confirm that some of my plugins work, even without FOSSIL.

    The following work without FOSSIL:
    • SFG_AutoBattle
    • SFG_EventTriggers - only the <relativeTransfer> note tag does not work. Note: with FOSSIL enabled, it causes an infinite transfer loop if you use it. This seems like something that either could be fixed in FOSSIL or could have a FOSSIL-specific fixup implemented, but I don't have the time to investigate further.
    • SFG_MapHierarchy
    • I had SFG_Utils enabled the whole time and didn't see any issues, but as this isn't a real plugin, I can't be certain it's 100% functional just from testing a few of my plugins.
    I also tested the following plugins that use old-style plugin commands, but they didn't work at all:
    • SFG_BattleBalloons - it doesn't break anything, but it doesn't work either; I'm not too surprised about this, but I figured it wouldn't hurt to try
    • SFG_SwitchCommand - the command replacement logic is non-functional and just shows the switch as a regular choice box
    • Moogle_X_ActorsFriendshipSystem - immediately crashes on start

    I probably won't have time to test any of my other plugins, but I suspect SFG_ExpandedTP and SFG_ParamAdd are likely to work at least partially. I also have no reason to expect that SFG_Wait would have any problems, but again this is just speculation. I'm not sure how whether FOSSIL would influence how well they work.

    For the record, I assume SFG_SortKeys and SFG_NewAnimTimings can't possibly be compatible even with FOSSIL… the latter because it hooks into the MV animation system which was completely replaced in MZ, and the former because it's very much user interface code.
  6. Solar_Flare said:
    For the record, I assume SFG_SortKeys and SFG_NewAnimTimings can't possibly be compatible even with FOSSIL… the latter because it hooks into the MV animation system which was completely replaced in MZ, and the former because it's very much user interface code.
    MZ actually has "legacy" animation code built in. Instead of being Animation class, it's MV_Animation. So anything using those are still compatible. You can even import and use MV battle animations. You just can't create or modify them in the engine, or view them in the editor, only in game.

    Edit: Probably incompatible on their own if they hook into the animation system without a rename, but I assume FOSSIL handles that. If it doesn't, it should be able to rather easily, it's just a rename, essentially.
  7. Restart said:
    Mog distributes his plugins as a big zip now, there's a link in the OP.
    Sure he does. But there's no turn order plugin there. Unless you are speaking of ATB gauge? It only works with ATB tho, and I want turn based combat, with visual representation of who goes after whom. Thanks anyway.
  8. Drakkonis said:
    You can even import and use MV battle animations.
    That's interesting. How do you import them? Does copy-pasting from the MV editor to the MZ editor work?
  9. So with the help of FOSSIL I manage to get YEP_RowFormation and YEP_TargetCore to work in RPGMMZ. However without YEP_BattleEngineCore (which is incompatible with RPGMMZ's ATB and some VisuStella plugins I'm using) you cannot use YEP_X_AreaOfEffect and YEP_X_SelectionControl and Target Core is severely limited.

    Is there a way to make Target Core, Area of Effect and Selection Control plugins to work with VisuStella BattleCore and ATB without requiring YEP RPGMMV BattleEngineCore ? I'm not good at scripting so I'm at a loss atm.
  10. I've gotten an error. I was using GALV_RollCredits for my game, and when i turned FOSSIL on in my plugins list and play-tested the game, the enemies seemed invisible. I turned off the GALV_RollCredits.js plugin, and the enemies are still invisible. However, when i turned off FOSSIL, the enemies are now visible! But i still have the MV Plugin i was using not working, so, defeats the whole purpose of not running an MV Plugin without FOSSIL.

    Sometimes the enemies appear after some time, but they are mostly invisible. Can anybody help me with this?
  11. Restart said:
    Restart said:
    • If you test some other plugin and it works, post about it in the thread and I'll add it to the list.

    Hey Restart!

    I've been using fossil with these MV plugins. Just wanted to let you know they all work and you can add them to the list:

    Galv_cursor image
    Galv_enemy AI
    Galv_jump ability
    YEP_enemy levels
    YEP_equip battle skills

    They were working 100% for me. Thanks.
  12. Hello,
    I'm not sure if this is solvable, but in case this could help anyone else: FOSSIL causes an incompatibility error with Mokusei Penguin's MZ script, Message EX/文章の表示拡張. You can find the plugin here: http://woodpenguin.web.fc2.com/MV_Plugin/MessageEX.html

    You can duplicate this error by using a "Show Text" command, and waiting for the dialogue to reach the last character. The error popup is: "TypeError: Cannot read property 'charCodeAt' of undefined." It seems to happen no matter what plugin settings are used for Message EX.

    EDIT: After more experimenting, it seems the error may be happening whenever the last "word" is a control character like \V[x].
  13. Restart said:
    Hey just wanted to say I'm still working on LMBS, it seems to be mostly working now, except for the battlebacks (which aren't applied at the right location or scale, look hideous and ruin the experience entirely).

    I might see if there's a free existing MZ-native plugin for scrolling/tiled/otherwise custom battlebacks that I can link with it instead, if anyone has suggestions I'm willing to try.
    Can you go into more details on how you got LMBS to work? I'm seeing the same error "Cannot read property 'map' of undefined. Is there something else that needs to be done? I've placed FOSSIL at the top and set the other MOG Hunter plugins where they're supposed to be.
  14. Just checking on when the Gameus Quest system will be officially supported.
  15. I might have a sort of bug report or something, using yanfly's row formations with this works beautifully.... except when the enemy takes the first turn using a skill that has the <Push Back Target Row: x> command. The other enemy disappears. If you then target the disappeared enemy, you disappear. I tested this using the battle test under the troops tab by giving that tag to the goblins body slam.

    Its probably because I'm using the Visustella battle core instead of the YEP battle core, but I really like their ATB system better. Funnily enough all other functions work fine without the YEP battle core.

    Any Ideas?
  16. Sorry for the delayed responses on these, I've been fairly busy the last few weeks between work and some personal projects.

    AeroPergold said:
    Just checking on when the Gameus Quest system will be officially supported.
    Dunno, depends when I get around to it. There are a couple of quest systems already supported so this is lower priority ATM. My current target is getting SRPG working, since AFAIK there isn't a good MZ-native setup for that style of game

    A983RPG said:
    I've gotten an error. I was using GALV_RollCredits for my game, and when i turned FOSSIL on in my plugins list and play-tested the game, the enemies seemed invisible. I turned off the GALV_RollCredits.js plugin, and the enemies are still invisible. However, when i turned off FOSSIL, the enemies are now visible! But i still have the MV Plugin i was using not working, so, defeats the whole purpose of not running an MV Plugin without FOSSIL.

    Sometimes the enemies appear after some time, but they are mostly invisible. Can anybody help me with this?
    Could be a plugin conflict with something else (preloading issue maybe?) What else are you using? Can you send me a test project?

    Hey Restart!



    I've been using fossil with these MV plugins. Just wanted to let you know they all work and you can add them to the list:



    Galv_cursor image

    Galv_enemy AI

    Galv_jump ability

    YEP_enemy levels

    YEP_equip battle skills



    They were working 100% for me. Thanks.
    Thanks, I'll add them! Glad it's working :)


    Lostsouls46 said:
    I might have a sort of bug report or something, using yanfly's row formations with this works beautifully.... except when the enemy takes the first turn using a skill that has the <Push Back Target Row: x> command. The other enemy disappears. If you then target the disappeared enemy, you disappear. I tested this using the battle test under the troops tab by giving that tag to the goblins body slam.

    Its probably because I'm using the Visustella battle core instead of the YEP battle core, but I really like their ATB system better. Funnily enough all other functions work fine without the YEP battle core.

    Any Ideas?
    Honestly not sure. If you can get it to happen with yanfly's battle core I might be able to figure it out, but anything involving VS isn't really possible to work with.

    My *guess* would be that it somehow is getting the location set to a noninteger, like NaN or undefined or 'fish' or something.
  17. Restart said:
    Honestly not sure. If you can get it to happen with yanfly's battle core I might be able to figure it out, but anything involving VS isn't really possible to work with.

    My *guess* would be that it somehow is getting the location set to a noninteger, like NaN or undefined or 'fish' or something.
    I will give it some testing and let you know if I can recreate it using the YEP battlecore
  18. Would this work w/ more complex plugins like LTBS or SRPG?
  19. Frostorm said:
    Would this work w/ more complex plugins like LTBS or SRPG?
    Am working on SRPG right now, at the moment parts of it work and parts of it do not.

    LTBS has particular issues with the scrolling battlebacks; there seems to be a big change in how MZ does battlebacks and I've been asking around to see if there's anyone who's willing to work on that.
  20. I currently use LTBS and wasn't even aware it utilized scrolling battlebacks at all lol. Man, it would be a godsend if I could use LTBS in MZ. SRPG I'm not so thrilled about... its feature set doesn't really vibe w/ me. @Pharonix is pretty much our resident expert on LTBS, though he doesn't seem to be as active as before. However, it does show that he did log on about 2 weeks ago.