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

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Started by Restart 603 posts Page 5 of 31 View original ↗
  1. Have added 30 or so more plugins.

    One of the fun things about doing this is people asking about plugins that I wasn't aware of. KMS is a Japanese plugin maker, and he has a cool water map effect, a swirly random encounter, and a minimap, all of which now work in MZ too :)
    [embedded media]
  2. Oh, wow! A working minimap plugin for MZ will be very handy!
  3. Just FYI I was trying YEP_X_SelectionControl(with the plugins YEP_BattleEngineCore and YEP_TargetCore since Yanfly lists those plugins as mandatory and adding "
    <Single or Multiple Select>" to any skill, seems to have this effect

    Screenshot_318.png

    console window is that's helpful

    Screenshot_319.png

    Also from what i can tell skills that are set to target Actors by default, won't no matter what be able to target both with selection control (ones that target Enemies are able to target Actors no problems)
  4. weso12 said:
    Just FYI I was trying YEP_X_SelectionControl(with the plugins YEP_BattleEngineCore and YEP_TargetCore since Yanfly lists those plugins as mandatory and adding "
    <Single or Multiple Select>" to any skill, seems to have this effect

    View attachment 188323

    console window is that's helpful

    View attachment 188324

    Also from what i can tell skills that are set to target Actors by default, won't no matter what be able to target both with selection control (ones that target Enemies are able to target Actors no problems)
    Can you show me the skill? I've tried this guy
    1620145033951.png
    And it works as expected (giving you the option to heal either one or all enemies - or if you change the 'scope' to allies, one or all allies).

    Do you have any other plugins set up?
    (Oh, and did you grab the latest version off github?)
  5. Restart said:
    Can you show me the skill? I've tried this guy
    View attachment 188335
    And it works as expected (giving you the option to heal either one or all enemies - or if you change the 'scope' to allies, one or all allies).

    Do you have any other plugins set up?
    (Oh, and did you grab the latest version off github?)
    I just got the updated version off github and it worked like a charm, sorry to bug you, I feel like an idiot now.
  6. weso12 said:
    I just got the updated version off github and it worked like a charm, sorry to bug you, I feel like an idiot now.
    No problem, you shouldn't stress about it.

    Speaking of not stressing about things, I've updated the plugin list again with about a dozen more, and have added a compatibility patch for Olivia's Anti-Player Stress, which is a very useful little plugin for tweaking default settings, and removing annoyances, and is probably familiar to most people on the forums.

    Jay_FocusedSoundEffects is also working, which is nice. I love directional sound, and this is a really easy way to add it to your project.


    Aside from that, I've decided the list in the OP should also include MV plugins that are reported to work in MZ both with Fossil and without it. They will be tagged with a little diesis symbol (‡). There isn't really a comprehensive list of MV plugins that can work in MZ, and I think this makes it more useful for people who want to know 'can I use this MV thing I found in MZ?'

    If the plugin is labelled as being MZ compatible somewhere, obviously it won't be included in the OP (because anyone looking at the plugin will know what it works with), and the list in Fossil_Pre's introductory comments section won't include any ‡ plugins.
  7. hello!! just joined just to ask this question haha. I use the fossil plugin with the SRD shake text plugin, but all the shaking text appears to layer over all the following textboxes. This may be a problem with the shaking text plugin itself and not the fossil plugin, but I have no way of checking as I don't have rpg maker mv to do a test and rpgmaker mz won't run the plugin without fossil. Here's how it looks when the previous shaking text stacks on top of another.
    Screen Shot 2021-05-05 at 11.36.19 AM.png

    It'll continue to stack and layer for all textboxes afterwards too. sorry if this is a little too much trouble!!
  8. I don't know if this is my fault or bad interaction with other plugins but the "SRD_SkillExtender" seems to be having some trouble.
    The "extender" function works but the name of the extended skills is not displayed ...


    Edit: I tried with just the fossil and skill extender plugins in an empty project and it doesn't work either
    .
  9. hyacinthh said:
    hello!! just joined just to ask this question haha. I use the fossil plugin with the SRD shake text plugin, but all the shaking text appears to layer over all the following textboxes. This may be a problem with the shaking text plugin itself and not the fossil plugin, but I have no way of checking as I don't have rpg maker mv to do a test and rpgmaker mz won't run the plugin without fossil. Here's how it looks when the previous shaking text stacks on top of another.
    View attachment 188409

    It'll continue to stack and layer for all textboxes afterwards too. sorry if this is a little too much trouble!!
    Hello,

    I've had this reported before. Are you using a plugin that does word wrap (MZ or MV)? If so, turn off wordwrap before reaching the shakeytext, and enable it afterwards. I still haven't worked out the kinks for getting wordwrap to work in general, and sometimes it has glitchy interactions with other plugins.

    Onox said:
    I don't know if this is my fault or bad interaction with other plugins but the "SRD_SkillExtender" seems to be having some trouble.
    The "extender" function works but the name of the extended skills is not displayed ...


    Edit: I tried with just the fossil and skill extender plugins in an empty project and it doesn't work either
    .
    I'll take a look at it. Plugins that make a custom window usually require one or two pokes so everything shows up in right size.
  10. Onox said:
    I don't know if this is my fault or bad interaction with other plugins but the "SRD_SkillExtender" seems to be having some trouble.
    The "extender" function works but the name of the extended skills is not displayed ...


    Edit: I tried with just the fossil and skill extender plugins in an empty project and it doesn't work either
    .
    Try the latest version from github.

    Also, I believe I have just gotten yanfly's ATB, CTB, and STB to generally work.

    However, I am not super familiar with these systems, and I would appreciate someone who has already used them in a game to check out whether or not they're fully functional before I make it official.

    I know CTB's turn order display isn't working yet, I'm sure there are other bugs.
  11. Restart said:
    Try the latest version from github.
    It work perfectly !
  12. Onox said:
    It work perfectly !
    Great, glad to hear it!

    I saw that Moghunter adapted his ATB gauge plugin to track characters in the MZ ATB system. In the spirit of full interoperability, I hooked it into the Yanfly ATB. Fossil will detect if you have both mog's gauge and ATB set up, and do the needful.
    xNgcigx.png
    Note that only the MZ version of MOG_ATB_Gauge will work, since it's designed to be more flexible. Since the features are identical that shouldn't be an issue (and fossil will yell at you in the console if you grabbed the wrong file)


    This also works with Yanfly CTB.
  13. It was curious about this, so I tried it with Moghunter's MV Picture Gallery and it actually functions 100% correctly.

    ...Well, technically. The windows appear on screen like this, which made me snort.
    Screenshot
    2n2ZrzG.png

    And this is how the same setup appears in MV at the same resolution.
    Screenshot
    tS1aN3S.png

    I wonder if it's possible to get the windows sorted out in MZ? I'd super appreciate the effort. :rswt
  14. MirageV said:
    It was curious about this, so I tried it with Moghunter's MV Picture Gallery and it actually functions 100% correctly.

    ...Well, technically. The windows appear on screen like this, which made me snort.
    Screenshot
    2n2ZrzG.png

    And this is how the same setup appears in MV at the same resolution.
    Screenshot
    tS1aN3S.png

    I wonder if it's possible to get the windows sorted out in MZ? I'd super appreciate the effort. :rswt
    I tried it in my test project and it looks like this
    I1nGCqq.png
    I tried resizing the window but it still looks like this
    8rV0to5.png

    What are your plugin settings? It seems to be working okay for me.


    EDIT: Okay, I think I figured it out. It scales based off of the 'UI Area' setting in your System2, not based on 'Screen Width'. I guess that makes sense as a default since you don't want pictures to be onscreen that you can't click on. Try changing that and tell me if it works.
  15. I'm using this plugin for my project.
    MV - HO Achievement System
    Seems the UI won't fit with system2 setting as well kinda tight spot not like in this one
    1620410385179.png
    This one is clearly in MV, which fits perfectly in MZ it might be tight squeeze
  16. I'm sorry, what's the issue?

    This seems to be resizing fine in MZ as well
    M3ZbGT6.png
    2VVbyWz.png
  17. I think the issue doesn't seem fit well with screen resolution on system2
    1620433253866.png

    1620433336731.png
  18. Seems like either a conflict with another plugin, or your plugin parameters are set wrong.

    I'm using the params from the demo project, which determine how big the windows are.

    LLpXjyn.png
    hBC6ber.png
    TaxDVU0.png
  19. All the other plugins are Visuasetella, two gavs and fossil. Also I didn't tamper anything with the setting
  20. can you show me your plugin params? It's possible the demo project is set up differently

    alternative you can try turning off the other plugins, it's impossible to predict if VS will break things.

    Anyway I pushed a new Fossil_Post tweak that will fix the gauges on the achievement window so they appear and disappear properly, tell me if THAT works anyway.