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

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Started by Restart 603 posts Page 15 of 31 View original ↗
  1. Will this effect MZ plugins?
  2. Error
    Uncaught TypeError: this._clearUpperCanvas is not a function

    Trying to use YF_Core, YF_BattleEngine, and YF_CTB

    What did I do wrong?
  3. Restart said:
    I know I already got one minimap plugin to work, but now we have the one made by @SilverDash available in MZ as well.

    2TFTawO.png

    It has an optional fog of war, and can be toggled on and off (or given as an item). I have most of the plugins in his master demo working, but haven't figured out the itemlog. Still, if you want the cool window-slide-in effect that he put in his core engine (you can see one sliding in from offscreen at the top left!), the event randomization, or the dash stamina system, you've got those as options in MZ now.
    I know this is old, but I'm having a problem where loading SE_Minimap causes an 'Undefined' error when I test the project. I have all of the associated requirements enabled (SE_Core, SE_Keys, Mapshot), and the game loads fine with just these enabled, but enabling the minimap plugin just results in an error when hitting the test play button.
  4. Icenick said:
    Error
    Uncaught TypeError: this._clearUpperCanvas is not a function

    Trying to use YF_Core, YF_BattleEngine, and YF_CTB

    What did I do wrong?
    YEP_EngineCore is not supported.
    Not every plugin can be, some like this one are proabbly unportable
  5. Amazing plugin. I have been trying it out, and most of my MV plugins.
    Except I get a really strange bug: my battler sprites won't appear in combat. Anyone else getting this weird bug? It's simple as that: I activate FOSSIL plugin, none of the battlers show up on the screen. Deactivating it fixes this issue.
  6. Krystek_My said:
    YEP_EngineCore is not supported.
    Not every plugin can be, some like this one are proabbly unportable
    Yeah but CTB says its supported and so is battle engine. Do you run it without the core?
  7. busbuzz said:
    I got referenceerror require not defined with this plugin as i was trying to deploy to web. I looked for plugins that had the function require in it, and found fossil, then removed fossil and the game worked, :(
    Have the same problem, looks like it's incompatible with web browsers/android deplyment. Sadly.
  8. Great plugin! Any chance it will support web deployment in the future?
  9. Hello @Restart YEP_X_MapQuestWindow is showing like this, could you fix it please? :(
    1632431784412.png

    Quest objectives doesn't show at all, neither the squares. It should look like this (from MV):
    1632431920707.png


    Also, by some reason only due using YEP_QuestJournal this window is always opened on start:
    1632432166195.png
    1632432188478.png
  10. Icenick said:
    Yeah but CTB says its supported and so is battle engine. Do you run it without the core?
    Yes. The Core engine is very complex plugin and would require going into its code.
    Use Battle Core and CTB without it.
  11. Krystek_My said:
    Yes. The Core engine is very complex plugin and would require going into its code.
    Use Battle Core and CTB without it.
    I tried it and it doesn't work in any event.
  12. I don't understand if the project continues to be supported or not ... I don't see any new posts about updates, just an endless list of people reporting problems.

    Last update of the main post is Jun 16, 2021...
  13. I'm sorry if it's a dumb question, but I tried to get FOSSIL and downloaded the raw version of the plugin, but how I can add it in my project?
  14. Has anyone had any luck with porting ChronoEngine? I've been getting this error...chrnabs.png
  15. Did some digging regarding Yanfly Core Engine compatibility with FOSSIL, perhaps the following will be useful to someone.

    It seems like there is an issue with how Core Engine handles and scales battlebacks - FOSSIL has that is supposed to emulate RMMV way of drawing battlebacks because it has changed in RMMZ.

    The code line highlighted in the link throws (https://github.com/FossilMZ/fossil-MV-MZ/blob/main/FOSSIL.js#L2808) because Sprite_Battleback.prototype.battleback1Name is undefined for some reason (and the code cannot call "apply" method of undefined object)
    Unfortunately, I am too much of a noob in Javascript and too new to RpgMaker to figure out the reason so far.

    I wonder what was the version of Core Scripts that the current version of FOSSIL was tested with, because it seems like something has changed in the Core Scripts and broke FOSSIL.

    Note : In the test project I used only FOSSIL and Yanfly Core Engine plugins and Core scripts v1.3.3
  16. *taps mic
    Thanks for this, truly
  17. Has anyone had success with deploying their game to mobile/web well using the Fossil plugin? For whatever reason my game does not work when I deploy it for mobile/web when using the fossil plugin.

    Thanks in advance!
  18. @Restart Is it dead the project?



    Guys, what about create a big project just like Community Light? I think that this project deserve better attention and more collaboration.
  19. I agree, FOSSIL is an excellent project, MV has accumulated TONS of useful plugins and it would be a shame to lose them just because the RM core scripts were refactored and updated.

    Also, I think it is too early to judge this project dead, the last meaningful commit to the project was 3 month ago.
    If it is indeed dead, the community can indeed pick this up, FOSSIL license permits it (https://tldrlegal.com/license/creative-commons-attribution-4.0-international-(cc-by-4))

    I for one would happily participate in such an effort if it takes place, though unfortunately I am too much of a noob in RM core scripts to even think of leading such effort.

    That said, guys, do you think it is possible to get from Kadokawa an official list of changes (refactorings) between RMMV and RMMZ core scripts? This would definitely make life easier for whoever maintains FOSSIL project
  20. myarichuk said:
    I agree, FOSSIL is an excellent project, MV has accumulated TONS of useful plugins and it would be a shame to lose them just because the RM core scripts were refactored and updated.

    Also, I think it is too early to judge this project dead, the last meaningful commit to the project was 3 month ago.
    If it is indeed dead, the community can indeed pick this up, FOSSIL license permits it (https://tldrlegal.com/license/creative-commons-attribution-4.0-international-(cc-by-4))

    I for one would happily participate in such an effort if it takes place, though unfortunately I am too much of a noob in RM core scripts to even think of leading such effort.

    That said, guys, do you think it is possible to get from Kadokawa an official list of changes (refactorings) between RMMV and RMMZ core scripts? This would definitely make life easier for whoever maintains FOSSIL project

    Well, 4 month without any news it's a bit worrying xD There are only problem posts and, although Restart said that this started as an open project, no one skilled is really participating in its improvement. It's a shame....