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

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Started by Restart 603 posts Page 4 of 31 View original ↗
  1. OH! Will try that now! Results soon!
  2. Thank you so much for helping out a Github newb! That fixed that error!

    The plugins now throw no console errors. The texts shakes! But, this is what my text looks like now:

    1619376457996.png

    The error is coming from VisuMZ_1_MessageCore plugin; when I deactivate it, shaking text works fine. But I need MessageCore for other things! Is there any way to have both work?

    For reference, here is how I have my plugins arranged:

    1619377149306.png

    Thank you so much!

    EDIT: Put up easier-to-read screenshot.
  3. I tried to live without MessageCore and just use YEP's wordwrap etc. functions, but couldn't figure out what to enable/disable to get them to play nicely. Hoping, having gotten this far, it won't be too hard to get this working all the way!
  4. Well we're getting closer, anyway. I'm guessing that these plugins are conflicting with each other when trying to parse the escape characters. I don't have any VS plugins so it's going to be difficult to debug (and unfortunately YEP message core's wordwrap still isn't working, which I assume is a big feature for you)


    I'll see if I can make a skinny shaketext module and see if that interferes less.

    EDIT: actually, looks like I can just incorporate the things I need into Fossil_Pre and Post without a dedicated module. Try it now.
  5. Restart said:
    ah it's the SRD shakingtext? Try it now, I just got it working for panda (if you have visuastella message also installed apparently word wrap in that conflicts, but if you turn off wordwrap before producing shakeytext it's fine)
    Yes works!!.

    Many thanks ^^
  6. Silenity said:
    Tested YEP Equip Battle Skills, EBS Allowed Types, and EBS Skill Tiers.

    All of them technically work, just some menus that need to be adjusted.
    I finally got around to looking at these. I did a couple of tweaks, I think the menus should be fine now. Can you check?
  7. Just added support for more, including @waynee95 's WAY_Core and WAY_Achievements.

    With them working in MZ, I can officially announce that we hit a hundred plugins!

    f8dKxVg.png

    I think that's worth a version bump. We're on v0.2 now!
  8. Congrats, @Restart! I know I must be speaking for hundreds of MZ users when I say thank you!

    A question: if things are working fine with a previous version of the FOSSIL plugins, do you still recommend people update to the most recent versions?
  9. PandaDance said:
    Congrats, @Restart! I know I must be speaking for hundreds of MZ users when I say thank you!

    A question: if things are working fine with a previous version of the FOSSIL plugins, do you still recommend people update to the most recent versions?
    Updates shouldn't break anything (most of what I do is redirect calls to functions that don't exist in MZ), but if everything is working fine and you aren't tweaking your plugin stack further I'd probably leave things as is.
  10. I've tested the YEP_MapSelectEquip and it kind of works but they are two quirks I'd like to report:

    Screenshot_297.png
    Let's say I try this situation and


    Screenshot_298.png
    The text and the Map Select overlap, this is probably the important thing that's really worth finishing but their another minor thing I would enjoy being fixed

    Screenshot_300.png
    (The cancel in the middle is mostly their to show the overlap issues occur with multiple commands):

    If you combine it specifically with VisuMz_1_ItemsEquipsCore the selection menu gets messed up in ratio especially with higher aspect ratios. It might not be fixed but just FYI.
  11. Tested Jay_BattleVAManager, and while the game launches now, after the start of a battle involving an enemy with any <voice> tags, I'll get the classic circular reference error:
    Error: Object too deep at Function.JsonEx._encode (rmmz_core.js:6380)
    Interestingly, if it's a battlestart line, the line will still play, then this error happens. As well, if you use the name of a sound effect eg
    <voice> hurt|/Cat </voice>
    you need a leading backslash now, which I don't think you used to.
  12. weso12 said:
    I've tested the YEP_MapSelectEquip and it kind of works but they are two quirks I'd like to report:

    View attachment 187894
    Let's say I try this situation and


    View attachment 187895
    The text and the Map Select overlap, this is probably the important thing that's really worth finishing but their another minor thing I would enjoy being fixed

    View attachment 187896
    (The cancel in the middle is mostly their to show the overlap issues occur with multiple commands):
    Thanks for the report. I'll have to look at that (custom windows often need a bit of tweaking).

    LyraVultur said:
    Tested Jay_BattleVAManager, and while the game launches now, after the start of a battle involving an enemy with any <voice> tags, I'll get the classic circular reference error:
    Error: Object too deep at Function.JsonEx._encode (rmmz_core.js:6380)
    Interestingly, if it's a battlestart line, the line will still play, then this error happens. As well, if you use the name of a sound effect eg
    <voice> hurt|/Cat </voice>
    you need a leading backslash now, which I don't think you used to.
    I'm not familiar with the plugin. Do you have a demo project for that one, so I can see how it's supposed to look when working?
  13. anyway try the new PRE and see if you can get it to crash in an empty project.

    FossilMZ/fossil-MV-MZ
    I'm wondering if maybe your stack overflow error is caused by a conflict with a different plugin?
  14. BTW if anyone like me was wanting to know if HIME_HiddenChoiceConditions works, well I tested and found out it works, and in fact, seems to fully without FOSSIL and seems compatible with VisuMZ_1_MessageCore (including the extended choices, i managed to get an extended choice with hidden stuff just find), just remember to fully the instructions closely (making sure to use script call like the instructions ask not a Plugin command).

    I know modern HimeWorks stuff is designed to work for both, but since this is a plugin that hasn't been updated since 2016 just thought I'd report.
  15. weso12 said:
    BTW if anyone like me was wanting to know if HIME_HiddenChoiceConditions works, well I tested and found out it works, and in fact, seems to fully without FOSSIL and seems compatible with VisuMZ_1_MessageCore (including the extended choices, i managed to get an extended choice with hidden stuff just find), just remember to fully the instructions closely (making sure to use script call like the instructions ask not a Plugin command).

    I know modern HimeWorks stuff is designed to work for both, but since this is a plugin that hasn't been updated since 2016 just thought I'd report.
    That's good! I'm not sure if I should add those in a separate list or not; I feel like there's a lot of value in knowing which MV plugins can be used but this might not be the appropriate thread. I'll have to think about it.
  16. Wow!!! Nailed it! Very nice initiative!!
    :MV1:
  17. Restart said:
    anyway try the new PRE and see if you can get it to crash in an empty project.

    FossilMZ/fossil-MV-MZ
    I'm wondering if maybe your stack overflow error is caused by a conflict with a different plugin?
    Interestingly, you fixing the AudioManager.createBuffer hook seems to have stopped the crashes? Or I can't get it to crash again anyway. I tried it in a larger project too with a bunch of VisuStella plugins and it ran fine! So hopefully that did the trick!
  18. LyraVultur said:
    Interestingly, you fixing the AudioManager.createBuffer hook seems to have stopped the crashes? Or I can't get it to crash again anyway. I tried it in a larger project too with a bunch of VisuStella plugins and it ran fine! So hopefully that did the trick!
    Glad it's working. I guess there are probably some hardcoded calls in there somewhere?

    Anyway, that fix should make any other plugins that do sound stuff more likely to work in the future :)