what plugin of the animation is it?
as if it has a sprite, you might be able to make it work within fossil
as I believe MZ has a "Sprite_AnimationMV" function.
if it has Sprite_Animation, just add MV behind it and it might work.
or link to the plugin to see if there is a MZ equalivant of it.
Project FOSSIL (v1.0): Use MV plugins in MZ! 300+ plugins Fossilized!
● ARCHIVED · READ-ONLY
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I did do the thing where I used an MZ animation slot and converted it into MV which required no extra plug-ins to do.what plugin of the animation is it?
as if it has a sprite, you might be able to make it work within fossil
as I believe MZ has a "Sprite_AnimationMV" function.
if it has Sprite_Animation, just add MV behind it and it might work.
or link to the plugin to see if there is a MZ equalivant of it. -
You can't spell FOSSIL without FOSS. It's only as dead as the collective community wants it to be.It's not dead, it's just not alive :kaoswt2:
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Hey ya'll, is anyone else ruunning into the following error now with Core Script 1.9?
Apparently fossil is trying to call iconWidth waaaaay early for no reason and it wasn't till now that it was a problem. lol -
Same issue unfortunatlyHey ya'll, is anyone else ruunning into the following error now with Core Script 1.9?
View attachment 331869
Apparently fossil is trying to call iconWidth waaaaay early for no reason and it wasn't till now that it was a problem. lol -
Alright! thanks to @CasperGaming , this is what to do.
Replace at line 2300:
Original Line 2300Window_Base._iconWidth = ImageManager.iconWidth;
Window_Base._iconHeight = ImageManager.iconHeight;
Window_Base._faceWidth = ImageManager.faceWidth;
Window_Base._faceHeight = ImageManager.faceHeight;
Sprite_StateIcon._iconWidth = ImageManager.iconWidth;
Sprite_StateIcon._iconHeight = ImageManager.iconHeight;
with:
Updated lines 2300Window_Base._iconWidth = ImageManager.standardIconWidth;
Window_Base._iconHeight = ImageManager.standardIconHeight;
Window_Base._faceWidth = ImageManager.standardFaceWidth;
Window_Base._faceHeight = ImageManager.standardFaceHeight;
Sprite_StateIcon._iconWidth = ImageManager.standardIconWidth;
Sprite_StateIcon._iconHeight = ImageManager.standardIconHeight; -
While that will work for standard projects, it won't support the face/icon size settings introduced in 1.9.0 (which was what broke everything). Here's a version that will:Alright! thanks to @CasperGaming , this is what to do.
Replace at line 2300:
Original Line 2300Window_Base._iconWidth = ImageManager.iconWidth;
Window_Base._iconHeight = ImageManager.iconHeight;
Window_Base._faceWidth = ImageManager.faceWidth;
Window_Base._faceHeight = ImageManager.faceHeight;
Sprite_StateIcon._iconWidth = ImageManager.iconWidth;
Sprite_StateIcon._iconHeight = ImageManager.iconHeight;
with:
Updated lines 2300Window_Base._iconWidth = ImageManager.standardIconWidth;
Window_Base._iconHeight = ImageManager.standardIconHeight;
Window_Base._faceWidth = ImageManager.standardFaceWidth;
Window_Base._faceHeight = ImageManager.standardFaceHeight;
Sprite_StateIcon._iconWidth = ImageManager.standardIconWidth;
Sprite_StateIcon._iconHeight = ImageManager.standardIconHeight;
GitHub - Aesica/fossil-MV-MZ: Project Fossil (Fixing Old Software / Script Interoperability Layer) is a series of RPG Maker MZ plugins designed to expand the use and usefulness of RPG MAKER MV plugins, by allowing them to work in RPG MAKER MZ project -
Victor Engine Battle Status Window does not work with Fossil in MZ. The game crashes and gives an error message as soon as a battle starts.
Spoiler
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Yeah this works! Thanks a lot man I was panicking before this!
Alright! thanks to @CasperGaming , this is what to do.
Replace at line 2300:
Original Line 2300Window_Base._iconWidth = ImageManager.iconWidth;
Window_Base._iconHeight = ImageManager.iconHeight;
Window_Base._faceWidth = ImageManager.faceWidth;
Window_Base._faceHeight = ImageManager.faceHeight;
Sprite_StateIcon._iconWidth = ImageManager.iconWidth;
Sprite_StateIcon._iconHeight = ImageManager.iconHeight;
with:
Updated lines 2300Window_Base._iconWidth = ImageManager.standardIconWidth;
Window_Base._iconHeight = ImageManager.standardIconHeight;
Window_Base._faceWidth = ImageManager.standardFaceWidth;
Window_Base._faceHeight = ImageManager.standardFaceHeight;
Sprite_StateIcon._iconWidth = ImageManager.standardIconWidth;
Sprite_StateIcon._iconHeight = ImageManager.standardIconHeight; -
It would be more correct to replace with:Alright! thanks to @CasperGaming , this is what to do.
Replace at line 2300:
Original Line 2300Window_Base._iconWidth = ImageManager.iconWidth;
Window_Base._iconHeight = ImageManager.iconHeight;
Window_Base._faceWidth = ImageManager.faceWidth;
Window_Base._faceHeight = ImageManager.faceHeight;
Sprite_StateIcon._iconWidth = ImageManager.iconWidth;
Sprite_StateIcon._iconHeight = ImageManager.iconHeight;
with:
Updated lines 2300Window_Base._iconWidth = ImageManager.standardIconWidth;
Window_Base._iconHeight = ImageManager.standardIconHeight;
Window_Base._faceWidth = ImageManager.standardFaceWidth;
Window_Base._faceHeight = ImageManager.standardFaceHeight;
Sprite_StateIcon._iconWidth = ImageManager.standardIconWidth;
Sprite_StateIcon._iconHeight = ImageManager.standardIconHeight;
Updated lines 2300Window_Base._iconWidth = ImageManager.getIconSize();
Window_Base._iconHeight = ImageManager.getIconSize();
Window_Base._faceWidth = ImageManager.getFaceSize();
Window_Base._faceHeight = ImageManager.getFaceSize();
Sprite_StateIcon._iconWidth = ImageManager.getIconSize();
Sprite_StateIcon._iconHeight = ImageManager.getIconSize(); -
No. This will also cause an error. But tying to standard sizes is also a bad option.
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Any one going off my fix should keep reading through to @Aesica 's
While that will work for standard projects, it won't support the face/icon size settings introduced in 1.9.0 (which was what broke everything). Here's a version that will:
GitHub - Aesica/fossil-MV-MZ: Project Fossil (Fixing Old Software / Script Interoperability Layer) is a series of RPG Maker MZ plugins designed to expand the use and usefulness of RPG MAKER MV plugins, by allowing them to work in RPG MAKER MZ project -
Good morning, I spent 3 days trying to use MOG_LMBS in RMMZ and I was able to get it working using Fossil, I didn't modify or remove the existing Fossil code, I just added the patches and I hope I didn't break anything.
Added:
LMBS compatibility with MZ
DmgPopupEffects compatibility with MZ
LMBS compatibility with MZ's MOG_BattleCamera and MOG_BattlebackEX
Required:
MV's data/System.json and data/Animations.json files, without them, an error appears, I don't know why.
Not fixed:
The particle animations used by MZ are not displayed in the correct locations.
The Fossil file I used is:
GitHub - Aesica/fossil-MV-MZ: Project Fossil (Fixing Old Software / Script Interoperability Layer) is a series of RPG Maker MZ plugins designed to expand the use and usefulness of RPG MAKER MV plugins, by allowing them to work in RPG MAKER MZ project
10/03/2025
Changes:
1) Additional verification, to fix issue with PluginCommonBase.js and ExtraWindow.js:
arguments[0].constructor.name=='Rectangle'
Changed to:
arguments[0].constructor.name=='Rectangle' ||
(rect && typeof rect.x === "number" && typeof rect.y === "number" &&
typeof rect.width === "number" && typeof rect.height === "number")
2) New code for YEP_ItemCore to have MV style
3) Additional code for YEP_SkillCore compatibility settings with MOG_LMBS WindowSkillEquip
4) Adjusted help window in MOG_LMBS WindowSkillEquip
5) Additional code to adjust help window in YEP_StatAllocation
11/03/2025
Adjusted the position of MV animations to the base of MOG_LMBS sprites
13/03/2025
Fixed a bug that caused skill animations to display behind fighters in MOG_LMBS.
14/03/2025
The SkillCore LMBS compatibility code has been moved to the LMBS section. This caused an error in YEP_SkillCore with LMBS when it was disabled.
17/04/2025
1) YEP_ShopMenuCore: Fixed an issue where the window size and quantity position would not adjust correctly when resizing the screen.
2) FOSSIL: Fixed a bug with the MZ version (MOG_BattlerMotion and MOG_CollapseEffects).
3) LMBS: Fixed animation using the "LMBS Animation ID: X" note.
4) FOSSIL: Fixed a type error: animation.timings is not iterable.
I share the file: -
Yep_CoreEngine is not working, it shows error
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If memory serves, YEP_CoreEngine doesn't really offer a lot for MZ, since a lot of it is MV-specific bugfixes and optimizations. It might be worth just dumping it if you're able to.
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Hi, thanks for your work on this,While that will work for standard projects, it won't support the face/icon size settings introduced in 1.9.0 (which was what broke everything). Here's a version that will:
GitHub - Aesica/fossil-MV-MZ: Project Fossil (Fixing Old Software / Script Interoperability Layer) is a series of RPG Maker MZ plugins designed to expand the use and usefulness of RPG MAKER MV plugins, by allowing them to work in RPG MAKER MZ project
using It on playtest It works great but it seems to break when using it on web (deployed a web version with the "FOSSILindex.html" renamed to "index.html" as I did for previous builds and upload on website)
It launches but seems to not load well some things (like some background images, or other files) and random crashes, here's a screen of the console:
screenshot
Do u have an idea what could have caused this ? I've never had this issue before
Thanks again ! -
Does it happen every time you try to run it on the web? And which browser are you using? MZ's web deploy is pretty fickle even without any plugins.Hi, thanks for your work on this,
using It on playtest It works great but it seems to break when using it on web (deployed a web version with the "FOSSILindex.html" renamed to "index.html" as I did for previous builds and upload on website)
It launches but seems to not load well some things (like some background images, or other files) and random crashes, here's a screen of the console:
screenshot
Do u have an idea what could have caused this ? I've never had this issue before
Thanks again ! -
Your kindness in helping make these work is awesome, thank you.While that will work for standard projects, it won't support the face/icon size settings introduced in 1.9.0 (which was what broke everything). Here's a version that will:
GitHub - Aesica/fossil-MV-MZ: Project Fossil (Fixing Old Software / Script Interoperability Layer) is a series of RPG Maker MZ plugins designed to expand the use and usefulness of RPG MAKER MV plugins, by allowing them to work in RPG MAKER MZ project -
Your plugin looks so awesome!! i'm trying to use it in my mz game, but it comes out with the following error message:
Any ideas on how I can fix it? Many thanks~~~ -
Aesica continued maintaining this plugin and fixed this error. Just scroll up a little bit in this thread.Your plugin looks so awesome!! i'm trying to use it in my mz game, but it comes out with the following error message:
View attachment 342993
View attachment 342994
Any ideas on how I can fix it? Many thanks~~~