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

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Started by Restart 603 posts Page 6 of 31 View original ↗
  1. Okay, let's try turning off the other plugins, it's impossible to predict if VS will break things. Maybe we can narrow down the issue.

    Also, I pushed a new Fossil tweak to the github that will fix the gauges on the achievement window so they appear and disappear properly, so try pulling the latest down.
  2. So far it fits if I turn off anything then slowly turning on expect fossil and the achievement of course

    Other than core and main menu core, the other core and higher tier than 1 would make it tight squeeze as soon I turn them on
  3. If you want a workaround, you can try hardcoding the numbers in the plugin parameters. It might work if you just say it's 300 wide (or whatever you want it to be) instead of having it autocalculate.
  4. I think no matter I tweak it, the box kinda tight squeeze.
  5. try replacing every instance of Graphics.boxWidth
    with 952 in the plugin params
  6. Still tight squeeze
  7. Including all the ones where it's being divided by something? Darn, I guess VS is doing something weird.

    I'd suggest putting a breakpoint in this function in achievments

    Code:
    Window_AchievementData.prototype.initialize = function() {
    	var x = Math.round(eval(Horsti.AS.dataX));
    	var y = Math.round(eval(Horsti.AS.dataY));
    	Window_Selectable.prototype.initialize.call(this, x, y, this.windowWidth(), this.windowHeight());
    	this._openness = 255;
    	this._item = undefined;
    	this._lastItem = undefined;
    	this._currentHeight = 0;
    	this.resetFontSettings();
    	this.calcAllTextHeight();
    	this.open();
    };
    and seeing if you can figure out what is going on with this.windowWidth(), and then if that is the correct number, step into the window_selectable initialize and follow it all the way down.
  8. The data window seems tight squeezing. So what should I do next I opened the js on the notepad
  9. I'd suggest you use the console instead. You want to see what happens when it's actively executing
  10. can you show my your plugin order? I'm guessing VS is jumping into the initialization midway and using .call(this, rect) instead of passing through the entire arguments, so it's stealing the data.


    EDIT: screw it, take this line:
    Code:
    	Window_Selectable.prototype.initialize.call(this, x, y, this.windowWidth(), this.windowHeight());

    change to these two lines
    Code:
    	var rectA= new Rectangle(x,y,this.windowWidth(),this.windowHeight())
    	Window_Selectable.prototype.initialize.call(this, rectA);
  11. Pre fossil is at the very top and post one is below weakness display
    1620448817328.png1620448837592.png
    Even changing the codes still tight squeeze
  12. Did you replace every occurrence of Window_Selectable.prototype.initialize.call? What does your console look like?

    Fossil_Post is supposed to be after your MV plugins (and if possible before all MZ plugins - mixing them can be unpredictable as you can see).

    You can also try the backwards order of doing MZ - > Fossil_Pre -> MV ->Fossil_Post but I can't guarantee results on that.
  13. okay, not all of them have been updated to pass a rect

    did you change
    Window_AchievementTitle.prototype.initialize
    Window_AchievementList.prototype.initialize
    Window_AchievementData.prototype.initialize
    and
    Window_AchievementTitle.prototype.initialize
  14. Haven't changed it yet
  15. Jrrkein said:
    Haven't changed it yet
    okay well tell me when you do and we'll see if it works or not. I'm not really focusing on compatibility between different plugins atm.
  16. Do I have to change every line with the given code?
  17. Jrrkein said:
    Do I have to change every line with the given code?
    every line in that plugin yes. Just convert the x,y,width,height into a rectangle as shown