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

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Started by Restart 603 posts Page 29 of 31 View original ↗
  1. 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.
  2. ShadowDragon said:
    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.
    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.
  3. Aerosys said:
    It's not dead, it's just not alive :kaoswt2:
    You can't spell FOSSIL without FOSS. It's only as dead as the collective community wants it to be.
  4. Hey ya'll, is anyone else ruunning into the following error now with Core Script 1.9?

    1739898675275.png


    Apparently fossil is trying to call iconWidth waaaaay early for no reason and it wasn't till now that it was a problem. lol
  5. Puppet Knight said:
    Hey 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
    Same issue unfortunatly
  6. Alright! thanks to @CasperGaming , this is what to do.

    Replace at line 2300:

    Original Line 2300
    Window_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 2300
    Window_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;
  7. Puppet Knight said:
    Alright! thanks to @CasperGaming , this is what to do.

    Replace at line 2300:

    Original Line 2300
    Window_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 2300
    Window_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:

    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
  8. Yeah this works! Thanks a lot man I was panicking before this!
    Puppet Knight said:
    Alright! thanks to @CasperGaming , this is what to do.

    Replace at line 2300:

    Original Line 2300
    Window_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 2300
    Window_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;
  9. Puppet Knight said:
    Alright! thanks to @CasperGaming , this is what to do.

    Replace at line 2300:

    Original Line 2300
    Window_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 2300
    Window_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:
    Updated lines 2300
    Window_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();
  10. No. This will also cause an error. But tying to standard sizes is also a bad option.
  11. Any one going off my fix should keep reading through to @Aesica 's

    Aesica said:
    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
  12. 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:
  13. Yep_CoreEngine is not working, it shows error

    1743008388645.png
  14. 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.
  15. Aesica said:
    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
    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
    Untitled.png

    Do u have an idea what could have caused this ? I've never had this issue before
    Thanks again !
  16. jackass__ said:
    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
    View attachment 336626

    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.
  17. Aesica said:
    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 kindness in helping make these work is awesome, thank you.
  18. Your plugin looks so awesome!! i'm trying to use it in my mz game, but it comes out with the following error message:

    1750083797694.png
    1750083826757.png

    Any ideas on how I can fix it? Many thanks~~~
  19. Hazelnutt said:
    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~~~
    Aesica continued maintaining this plugin and fixed this error. Just scroll up a little bit in this thread.