OH! Will try that now! Results soon!
Project FOSSIL (v1.0): Use MV plugins in MZ! 300+ plugins Fossilized!
● ARCHIVED · READ-ONLY
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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:
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:
Thank you so much!
EDIT: Put up easier-to-read screenshot. -
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!
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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. -
I should have it working, try it now. Basically it was choking on finding the default font.
can you link me to the plugin, and a demo of it working in MV?
Sorry for the delay, but here you go.
The JS script = https://www.mediafire.com/file/otjic3nxffqgxyj/SRD_ShakingText.rar/file
And demo proyect = https://www.mediafire.com/file/wnxjodbw72cfil4/Project2.rar/file -
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)Sorry for the delay, but here you go.
The JS script = https://www.mediafire.com/file/otjic3nxffqgxyj/SRD_ShakingText.rar/file
And demo proyect = https://www.mediafire.com/file/wnxjodbw72cfil4/Project2.rar/file -
Yes works!!.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)
Many thanks ^^ -
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?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. -
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!

I think that's worth a version bump. We're on v0.2 now! -
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.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? -
I've tested the YEP_MapSelectEquip and it kind of works but they are two quirks I'd like to report:
Let's say I try this situation and
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
(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. -
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. -
Thanks for the report. I'll have to look at that (custom windows often need a bit of tweaking).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):
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?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. -
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? -
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.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. -
Wow!!! Nailed it! Very nice initiative!!
:MV1: -
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!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? -
Glad it's working. I guess there are probably some hardcoded calls in there somewhere?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!
Anyway, that fix should make any other plugins that do sound stuff more likely to work in the future :)