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

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Started by Restart 603 posts Page 30 of 31 View original ↗
  1. Aerosys said:
    Aesica continued maintaining this plugin and fixed this error. Just scroll up a little bit in this thread.
    ohhhhh got it!!! Thanks!!
  2. TT hello, im still new to MZ, may I ask for some help with this ?
    Untitled.png
  3. Zjishin said:
    TT hello, im still new to MZ, may I ask for some help with this ?
    View attachment 344114
    We need the screenshot of the error messages. In the dev console, the dialog in the background, click on "Console" (you will see red messages) and then screenshot the whole dialog
  4. any chance for the QPlus plugins to work on FOSSIL some day ?
  5. Omega_Gamer_87 said:
    any chance for the QPlus plugins to work on FOSSIL some day ?
    Unlikely that someone makes the work to port a whole plugin collection.
  6. Does any one happen to have a link to the fixed version referred to above? Seems it was removed and I've gone looking for it a week too late
  7. The link to the fixed version is gone. Please give the link the fixed version. I really want the patch for MOG Hunter's LMBS.
  8. Probably easier to ask the original creator or another programmer for a separate patch for your plugin. As all repos for FOSSIL magically disappear, it looks like there's absolutely no programmer here who wants to seriously continue on this project.
  9. Hello to the entire RPG Maker community!

    I'm here to share a version of the incredible FOSSIL plugin that I've been modifying and extending. As you know, FOSSIL is the compatibility layer that allows us to use MV plugins in MZ.

    My goal was to solve some specific problems I encountered in my own project, especially when working with complex plugins like Moghunter's, and to add some quality-of-life improvements that I believe many of you will find useful.


    What's new in this version?

    Improved Compatibility with MOG_LMBS

    This is the crown jewel of this version. I've dedicated a lot of effort to patching the compatibility so that Moghunter's battle system runs much more stably in MZ. Issues related to the following have been fixed:

    • Animation rendering (for both MV and MZ animations).
    • Crashes from uninitialized data.
    • Compatibility with MOG_BattleCamera and YEP_SkillCore.
    • And several other UI and logic bugs.

    Full Subfolder Support

    Organize your plugins however you want! You can now place your plugins in subfolders (e.g., js/plugins/Yanfly/), and FOSSIL will recognize and manage them correctly, which is ideal for large projects.

    Automatic UI Scaling (Safe Area Scaler)

    A system has been integrated that automatically analyzes and adjusts MV plugin scenes to prevent them from overlapping with MZ's on-screen buttons.

    Robust MV Command Handler

    I have improved the MV command interpreter to be more error-resistant and to correctly handle complex arguments, such as text that includes spaces and quotes, which often broke the original interpreter.


    Where to Download?

    You can find everything in my GitHub repository:
    https://github.com/Shinkohyou/RMMZ_Plug-Ins

    In the repository, you will find:

    • FOSSIL.js (Modified): My version with all the improvements and patches integrated.
    • FOSSIL.js: The latest official version from the FOSSIL Team (maintained by Aesica), included untouched for comparison and as a clean base.
    My modifications and patches are clearly marked in the code with the comment FOSSIL_PATCH_SHK for full transparency.


    Acknowledgements

    This work is built on the shoulders of giants. All credit goes to the FOSSIL Team for creating this indispensable tool that keeps so many MV plugins alive.

    I hope you find it very useful.
    Happy making
  10. Shinkohyou said:
    The original version by Aesica
    I think this is a slightly misleading thing to say, as the original version was created by the person who originally posted this thread. I don't know exactly what Aesica did on the project (whether it was merely preserving the original poster's work or updating it and fixing bugs), but they are not the original creator.

    Regardless, it's good to see that people are still working on this.

    The UI scaling thing in particular sounds kind of incredible and almost too good to be true. Automatically readjusting a UI to an altered screen size is definitely a good thing to do, as long as it works more often than it doesn't.

    The MV command handler thing on the other hand sounds possibly counter-productive, as it sounds like its general goal is to make things that didn't work in MV work when using the plugin in MZ, which is just weird for a plugin whose stated goal is compatibility. It also sounds like it could break plugins that already do their own special command processing (by joining the command argument array and reparsing it), though I'm not sure if there actually are any that do such a thing.
  11. Solar_Flare said:
    I think this is a slightly misleading thing to say, as the original version was created by the person who originally posted this thread. I don't know exactly what Aesica did on the project (whether it was merely preserving the original poster's work or updating it and fixing bugs), but they are not the original creator.

    Regardless, it's good to see that people are still working on this.

    The UI scaling thing in particular sounds kind of incredible and almost too good to be true. Automatically readjusting a UI to an altered screen size is definitely a good thing to do, as long as it works more often than it doesn't.

    The MV command handler thing on the other hand sounds possibly counter-productive, as it sounds like its general goal is to make things that didn't work in MV work when using the plugin in MZ, which is just weird for a plugin whose stated goal is compatibility. It also sounds like it could break plugins that already do their own special command processing (by joining the command argument array and reparsing it), though I'm not sure if there actually are any that do such a thing.
    Thanks for the feedback. That's a great point. I've updated the post to be clearer. Appreciate you looking out.
  12. Oops I guess I'm still subscribed to a few threads here~

    Solar_Flare said:
    I don't know exactly what Aesica did on the project (whether it was merely preserving the original poster's work or updating it and fixing bugs), but they are not the original creator.
    One of the recent corescript updates broke Fossil. My contribution was a fix for that to get it working again.

    Anyway, it's good that someone is keeping this alive, because I lost interest in making community plugins and don't actually use Fossil myself. Ultimately I think it might be a better idea for people to finish up their Fossil projects, then switch to VS for MZ, or develop games with MV plugins in MV on any future projects. But whatever works for folks I guess.

    I didn't want to post in these forums again, but I figured I'd at least clear this part up. So, back under my rock I go~
  13. Im getting this error when loading: "cannot use 'in' operator to search for 'iconSize' in null"

    How do I fix this?
  14. RoyceJeffords said:
    Im getting this error when loading: "cannot use 'in' operator to search for 'iconSize' in null"

    How do I fix this?
    Are you using one of the newest versions on the previous page of this thread?
  15. AquaEcho said:
    Are you using one of the newest versions on the previous page of this thread?
    Hello, yes i found the updated version tyvm
  16. Aesica's fix is gone, the link leads to a 404 error. Is there a backup?