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

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Started by Restart 603 posts Page 27 of 31 View original ↗
  1. There's a minor visual bug with VE Materia System plugin: when changing actors with PageUp/PageDown on the Materia screen, their HP and MP values overlap/glitch/don't update. This is most likely an issue with FOSSIL, as it's not present in MV.

    To replicate, just create a blank project, install VE Basic Module and VE Materia (no need to configure anything) , and look at the materia screen with the default actors.

    Haven't tested if other plugins with similar screens suffer from the same issue. Also probably not worth fixing it, as it's incompatible with VisuMZ Core (and therefore all of their plugins) anyway.
  2. I'm really sad now... the JS Link and the Demo Link are broken. Can't get this plugin anymore now...
  3. firestalker said:
    I'm really sad now... the JS Link and the Demo Link are broken. Can't get this plugin anymore now...
    Arthran said:
    My link still works like a champ.
  4. Thnk you thank you!
  5. YEP_PartyLimitGauge Cost per skill doesn't work.
  6. It sometimes still bugs me how this plugin was advertised as silver bullet for every MV plugin, but the reality is, when an MV plugin works with it, feel happy, when it doesn't, then there's no realistic chance rn. You should look for something else.
  7. Hello,

    Thank you for your wonderful work. FOSSIL has helped me run a very important plugin for my game and it works great in playtesting.

    Unfortunately, it's a web game and when I put it online, I get the error :

    ReferenceError
    nw is not defined

    How can I get around this?

    Thank you for your help
  8. maxdevige said:
    Hello,

    Thank you for your wonderful work. FOSSIL has helped me run a very important plugin for my game and it works great in playtesting.

    Unfortunately, it's a web game and when I put it online, I get the error :

    ReferenceError
    nw is not defined

    How can I get around this?

    Thank you for your help
    FOSSIL creates a 'FOSSILindex.html' file at runtime, and switches to use it
    instead of the original index.html. This works seamlessly in both playtest
    and deploy on my computer. However, it is possible this might not be
    possible in web or mobile environments (I can't test it). However, if you
    just rename an existing FOSSILindex.html to index.html it'll bypass the
    html creation step and proceed onwards.
    If you want to edit the index.html yourself directly, just replace
    'main.js'
    with
    'plugin/FOSSIL.js'
    Basically I replace 'main.js' in index.html with 'FOSSIL.js' so I can
    control when plugins are added.
  9. Thanks for your reply,

    I tried to rename FOSSILindex.html to index.html but it doesn't change anything. Same thing, of course, replacing 'main.js' with 'plugin/FOSSIL.js' in index.html...

    I keep getting "ReferenceError nw is not defined", I don't even know what nw refers to...
    I tried to create a new project with RMMV to see if I could find a "nw.js" or something like that somewhere that I could drag into my RMMZ project, but nothing...

    Would you have an idea of a "nw" reference I could add somewhere, in combination with the change to index.html perhaps?

    Thanks a lot for your help
  10. You are right, nw is not included in the game, so I really have to guess here.

    Can you try starting your game in another browser or on another device (iPhone, Android Phone, etc.)?

    Furthermore, I would try doing this: In FOSSIL, look for:

    Code:
    writeNewIndexFile = function(rawIndexHtml) {
            //next, we take the newIndexHtml and replace 'main.js' with '/plugins/Fossil.js'
            rawIndexHtml = rawIndexHtml.replace("main.js", "plugins/FOSSIL.js");
            var fs = require("fs");
            var path = require('path');
            var base = path.dirname(process.mainModule.filename);
            var filePath = path.join(base, 'FOSSILindex.html');
            //var data = createWrapperObject(, orderedResult, unknownPlugins);
            fs.writeFileSync(filePath, rawIndexHtml);
            //synchronous writing means that we can guarantee this is in place 
            //for when we ridirect to the new html.
            
        };

    and replace it with
    Code:
    writeNewIndexFile = function(rawIndexHtml) {
        // just do nothing
        };
  11. Hello,

    Thanks a lot, I tried that:

    - By changing the portion of code you suggest, I unfortunately still have the same "ReferenceError nw is not defined"
    - same thing with other browsers.

    I'm trying to install on Android, but the goal is for it to work on a browser. I've already found that it works without a problem on Windows in any case.
  12. When you see the error, please to this:

    1. Right-click, inspect
    2. Go to "Console" tab
    3. When you see that some lines are "collapsed", expand them (see screenshot) so we can see everything.

    1719840273226.png

    4. Screenshot the entire dialog and share it here for us

    Last but not least, tell us which OS and browser you are using, e.g. Chrome on Windows 11
  13. Thanks. Ok so here is the screenshot of the console :
    (I'm using Mozilla Firefox on Windows 10)

    screen.jpg
  14. You need to go to "Console" tab.

    1719844586422.png
  15. Sorry... :aswt:

    screen2.jpg
  16. As you can see, multiple plugins throw errors, e.g. "nw is not defined" comes from YR_CCEx...

    Unfortunately, this console doesn't tell you whether...
    • FOSSIL is the troublemaker or
    • the plugin does not work on MZ in any way and cannot be carried by FOSSIL, or
    • the plugin creator forgot to make their plugin compatible with browser games; then it has nothing to do with FOSSIL.

    I just looked into the one plugin and claim that nr 3 hit here.

    Open the plugin, and look for
    Code:
    GameWindowManager.window = (Utils.RPGMAKER_NAME == "MZ") ? nw.Window.get() : require('nw.gui').Window.get();

    Replace it with
    Code:
    if (Utils.isNwjs()) {
    GameWindowManager.window = (Utils.RPGMAKER_NAME == "MZ") ? nw.Window.get() : require('nw.gui').Window.get();
    }

    If that still doesn't work, I suggest opening a new thread and asking about this plugin in particular because the problem isn't really connected to Fossil itself.
  17. @maxdevige None of those errors are coming from FOSSIL.

    The first one is that it isn't loading an xml file required by SRD's Character Creator.

    The rest of the errors read like there's a typo or incomplete file which is causing all the code of the other plugins to be read incorrectly because it talks about things being not defined or not functions which are.

    But the SRD stuff is probably the root of your problem - there are several threads which discuss some of his plugins not working correctly on mobile. You would have to look up whether Character Creator (or anything else in your project) is one of them.
  18. Hello and thank you for your answers.

    When I noticed the bug, I started by deactivating the various plugins one by one. I thought I noticed that the error was appearing even though only the FOSSIL plugin was activated (which is why I came to ask the question here in the first place).

    So I started again from scratch: I don't know what I've screwed up, but the problem actually seems to come from "YR_CCEx_Xs_no_GameUpgrade", which I added on top of FOSSIL to make "CharacterCreatorEx" work.

    Aerosys, I made the modification you suggested in "YR_CCEx_Xs_no_GameUpgrade" and now the game runs.

    I then add the next plugin on my list which is "SRD_SuperToolsEngine". This time I get a "ReferenceError process is not defined" error. In the console, I again see problems coming from "FOSSIL", so I redo the manipulation to replace the content of index.html with that of FOSSILindex.html. This eliminates quite a few errors, but I still get "ReferenceError process is not defined".

    Here's the screen:

    screen 3.png

    When I click on the error in the console, this is what I get:

    screen4.png

    I won't say it every time, but I want you to know that I'm extremely grateful to you for taking the time to help a noob like me with his little game.
    Thank you. very. much.
  19. "FOSSIL is now running as main", only tells you that FOSSIL is running - that's fine.

    As ATT_Turan and I already mentioned, the problems are more likely to come from SRD than FOSSIL. Apparently, SRD forgot to check whether his work works on mobile/web deployment, so you are probably better by googling "SRD plugins web deployment" or opening a new thread.

    I'm happy to help fixing one or maybe 2 plugins, but not a whole bunch of them :)
  20. Thanks again for your answers and help, I'll ask on the super-tools-engine forum. If I get anything, I'll come back and post the solution here.