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

● ARCHIVED · READ-ONLY
Started by Restart 603 posts Page 19 of 31 View original ↗
  1. hey so small problem the plugin doesn't seem to work well with some MZ plugins mainly Visustella's class change system, i made a thread about but it seems to try to load up mv files for a mz plugin and that causes an error.

    MZ - VisuStella MZ Class Change System error
  2. ScytheX said:
    hey so small problem the plugin doesn't seem to work well with some MZ plugins mainly Visustella's class change system, i made a thread about but it seems to try to load up mv files for a mz plugin and that causes an error.

    MZ - VisuStella MZ Class Change System error
    Do you have the FOSSIL at the very top before any other plugins. I'm using all visustella's plugins and I haven't encountered any errors
  3. NikaraWorld said:
    I'm using all visustella's plugins and I haven't encountered any errors
    with just fossil, visu core and class change gives the error.
    do a class change and you'll see. the animation playing gives an error
  4. NikaraWorld said:
    Do you have the FOSSIL at the very top before any other plugins. I'm using all visustella's plugins and I haven't encountered any errors
    yeah . i can't run at all if its not a the top. anyway i have a fix for it thanks to Roninator2
  5. ScytheX said:
    causes an error
    My monkeying around has this as a solution.
    It does the same thing as what I told you in the other thread. The animation does not play.
    Add into Fossil somewhere. I have it inserted at line 4970.
    JavaScript:
        Fossil.loadPostFix('VisuMZ_2_ClassChangeSystem',function()
        {
            Sprite_AnimationMV.prototype.updateFrame = function() {
                    if (this._duration > 0) {
                            const timings = this._animation.soundTimings.concat(this._animation.flashTimings);
                            const frameIndex = this.currentFrameIndex();
                            this.updateAllCellSprites(this._animation.frames[frameIndex]);
                            for (const timing of timings) {
                                    if (timing.frame === frameIndex) {
                                            this.processTimingData(timing);
                                    }
                            }
                    }
            };
            
        })
    I don't understand nearly enough to get it to play the animation.
  6. FOSSIL does not seem to work with Cordova. I can't port RPGMaker to Android with Fossil enable. Anyone else found a work around?
  7. So we are removing all of our Visustella plugins and opting to go with Fossil and Yep plugins. the first problem came up with just fossil and yep core engine installed text displays in windows but not in the answer windows and some of the menu option windows. any ideas?
  8. Attempting to use Gimmer_ControllerType results in this error as soon as I use the arrow keys. Any idea on how to fix this?
  9. limsoonchiong said:
    FOSSIL does not seem to work with Cordova. I can't port RPGMaker to Android with Fossil enable. Anyone else found a work around?
    Unless I'm doing something wrong, I don't think this is specific to Cordova, but to any web deployment; I haven't been able to get FOSSIL to work when I upload my game as HTML either and was hoping somebody could tell me I was doing something simple and stupid wrong. I love the options this plugin opens up, but I'm pretty attached to web and android deployment, so any help would be appreciated.
  10. schvanckque said:
    Unless I'm doing something wrong, I don't think this is specific to Cordova, but to any web deployment; I haven't been able to get FOSSIL to work when I upload my game as HTML either and was hoping somebody could tell me I was doing something simple and stupid wrong. I love the options this plugin opens up, but I'm pretty attached to web and android deployment, so any help would be appreciated.
    Right, that make sense. I could only test my HTML version with Cordova and it works after I disable FOSSIL so I tot it was Fossil's vs Cordova. So it could be Fossil vs HTML. Perhaps we're suppose to use FOSSILIndex.html instead of the normal index.html?
  11. limsoonchiong said:
    Perhaps we're suppose to use FOSSILIndex.html instead of the normal index.html?
    Um...wow...why didn't that occur to me? I went ahead and uploaded my current files to test the theory and it turns out... (dramatic pause)
    Yeah, that definitely works. I feel kind of silly now, but I'm glad you found the answer to our problem! :D
  12. schvanckque said:
    Um...wow...why didn't that occur to me? I went ahead and uploaded my current files to test the theory and it turns out... (dramatic pause)
    Yeah, that definitely works. I feel kind of silly now, but I'm glad you found the answer to our problem! :D
    Two minds are greater than one. I think we both found the solution by giving each other the right hints. :)
  13. Note: Some authors have made ports of their own plugins to MZ. If you aren't trying to port over an existing project, or have extension plugins, I recommend you use a plugin that was actually ported to be MZ native. It's a lot less likely to be buggy
    Hey that is amazing... Thanks a lot for your work !!
    But as you said in that note, it's better to use native plugins of course, sadly many plugins are not ported to MZ or became paid plugins in the process..
    I'm sorry if the question has already been asked but I don't have time to read the 19 pages...
    So, does there is any drawback in using MV plugins in MZ ? I mean about performances and major issues ?

    (I'm starting to think about going back to MV just because of some plugins, but the few update of MZ are really great, the layers, the particle engine, the overall performance, export map for parallax mapping at proper size..etc)
  14. fossil isn't detecting that it's the first plug in help?
  15. alltheyuriz said:
    fossil isn't detecting that it's the first plug in help?
    Do you have it as the very first, in front of MZ plugins also, or just first of the MV plugins? It has to be above everything. Hope that helps!
  16. @BenSD yea it's above everything
  17. When trying to use YEP Equip Battle Skills, I get "Undefined" in the menu and the game freezes.

    EDIT: It seems to work with an older version of the plugin but not the latest version.
  18. Sorry to bother yourselves,anyone else has a compatibility issue between this plugin and NRP AnimationActorCommand?
  19. i can make work Qabs and Qmovement? or dont is supported?
  20. Heya!

    First of all, I just wanted to thank the people responsible for this wonderful plugin, as it's been a real lifesaver in a lot of ways, and just seems like outright sorcery to me, haha.

    I'm sure if it's been mentioned before--but if so, I apologise--but there appears to be a small quirk regarding the compatibility with the YEP_Instantcast plugin. It does as it should in most cases, but there's a graphical glitch that happens, where the command window remains on screen while the instant skill takes place, as per my screenshot:
    Screenshot
    7QMwDFU.png

    I'm using the 'border' battle layout for reference, but I believe it happens for any of the battle layouts in conjunction with Visustella's battle core.

    BUT, the command box only lingers during the move if it's one that bypasses the target selection, so 'User', 'All Allies and Enemies', etc. Which I suppose means there's nothing closing the box down as it should before the skill. So I'm not sure if that helps give any hints as to where, or how a possible tweak or fix might be possible?

    Otherwise, if in the meantime any native MZ instant cast style solutions have come out I would be more than happy to use those instead. I know Visustella technically has one, but it seems constrained to a specific battle type, right? Or does it work across them all?

    I thank you for your time, either way!