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

● ARCHIVED · READ-ONLY
Started by Restart 603 posts Page 7 of 31 View original ↗
  1. I changed everything you said about x, y and weight, but got this error
    rmmz_managers.js:2030 ReferenceError: x is not defined
    at Window_AchievementTitle.initialize (HO_AchievementSystem.js:2675)
    at new Window_AchievementTitle (HO_AchievementSystem.js:2668)
    at Scene_Achievements.createWindows (HO_AchievementSystem.js:2627)
    at Scene_Achievements.create (HO_AchievementSystem.js:2616)
    at Function.SceneManager.changeScene (rmmz_managers.js:2084)
    at Function.SceneManager.updateMain (rmmz_managers.js:2056)
    at Function.SceneManager.update (rmmz_managers.js:1938)
    at Function.Graphics._onTick (rmmz_core.js:800)
    at TickerListener.emit (pixi.js:9474)
    at Ticker.update (pixi.js:9928)
  2. did you change the function to this?
    Code:
    Window_AchievementTitle.prototype.initialize = function() {
    	var x = Math.round(eval(Horsti.AS.titleX));
    	var y = Math.round(eval(Horsti.AS.titleY));
    	var rectA= new Rectangle(x, y, this.windowWidth(), this.windowHeight())
    	Window_Base.prototype.initialize.call(this, rectA);
    	this._openness = 255;
    	this.refresh();
    	this.open();
    };
    because if so I have no clue why it thinks x is undefined.
  3. Whoops! I guess I didn't and just overwrite everything different and what did I do wrong this time.

    rmmz_managers.js:2030 TypeError: Cannot convert undefined or null to object
    at Function.values (<anonymous>)
    at Window_AchievementData.Window_Selectable.<computed>.<computed> [as hideNewLabelSprites] (VisuMZ_1_ItemsEquipsCore.js:2672)
    at Window_AchievementData.Window_Selectable.<computed>.<computed> [as refresh] (VisuMZ_1_ItemsEquipsCore.js:2672)
    at Window_AchievementData.initialize (HO_AchievementSystem.js:2887)
    at new Window_AchievementData (HO_AchievementSystem.js:2875)
    at Scene_Achievements.createWindows (HO_AchievementSystem.js:2629)
    at Scene_Achievements.create (HO_AchievementSystem.js:2616)
    at Function.SceneManager.changeScene (rmmz_managers.js:2084)
    at Function.SceneManager.updateMain (rmmz_managers.js:2056)
    at Function.SceneManager.update (rmmz_managers.js:1938)

    Maybe you can tweak it for me because I'm not much of a coder
  4. Well seems like VisuMZ_1_ItemsEquipsCore just doesn't like it. Sorry, but nothing I can do there.
  5. oh darn
  6. Well, I am happy to say I'm about 95% sure that word wrap is finally working properly in message core with fast text
    dHlF0YW.png
    If someone would be willing to stress test it I'd appreciate it.
  7. I would give it a try with loads of lorem ipisum
  8. I don't mean to complain but I cannot get this to work with Mog Hunter's Liner Motion battle system it just keeps giving me this error. What I am doing wrong?


    Error.png
  9. I haven't tried that one yet, I'll take a look at his project.

    EDIT: I just put up
    FossilMZ/fossil-MV-MZ which might help with MZ/MV window cross-compatibility. No promises, it's a rough draft at this point.
  10. Wait a minute does that mean that there's a possibility that my database will be wiped?!?!1620674034929.png
    Also, now I feel like I have to make my own bestiary by google docs. 1620674518350.png
  11. Restart said:
    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.

    Hi! So sorry for the late reply!

    Unfortunately even with all my other plugins turned off, the shaking text still likes to overlap onto the other text boxes. I thought it might be something to do with the YEP message core, but word wrapping is off :(

    Here's a screenshot of the plugins and the arrangement, maybe I'm doing something wrong there?
  12. Reid looks in the mirror!
    0Nxz0w9.png
    Horrified by his bad haircut, he drinks to forget!
    tX11pKc.png
    Perhaps a little too much.
    83dXMG5.png

    So yeah, I got Gimmer's mirror effect and drunk effect plugins working.

    They're a couple of fun little features to add some visual flair. You'll need Gimmer Core to make them work.
    TimothyMV said:
    Wait a minute does that mean that there's a possibility that my database will be wiped?!?!
    No, sorry, I'll clear that up.

    Basically the issue is that MZ window functions take in one argument for size, and MV window functions use four of them.

    So when MZ code does stuff with windows, it will often lose the other three when handing things between functions (because it doesn't expect the other 3 to exist).

    What beastbook are you trying to use? STV_Beastbook should be working unless some update I did accidentally broke it.

    EDIT: tested, it still works. What's your plugin order?

    hyacinthh said:
    Hi! So sorry for the late reply!

    Unfortunately even with all my other plugins turned off, the shaking text still likes to overlap onto the other text boxes. I thought it might be something to do with the YEP message core, but word wrapping is off :(

    Here's a screenshot of the plugins and the arrangement, maybe I'm doing something wrong there?

    Put post_messagecore right after messagecore (and before shakeytext). Grab the latest version as well, it's improved.

    Fossil_Pre should go ALL the way at the start, if you are using messagecore the order should be

    -Fossil_Pre
    MV plugins
    -Fossil_Pre_MessageCore
    MessageCore + YEP_X messagecore exentions
    -Fossil_Post_MessageCore
    More MV plugins
    -Fossil_Post
    MZ plugins
    -WindowFixer (optional, only if you have window size issues due to mixing plugins)

    Shakeytext works for me both with and without message core (or word wrap) now.
    nPYbvdE.png
    UBAyVa1.png
  13. I keep getting a syntax error when i try to play the game
  14. alltheyuriz said:
    I keep getting a syntax error when i try to play the game
    you're going to have to be more specific
  15. I was trying to make this plugin, PIXI SpriteSheetsAnimations, work using Fossil, but the game doesn't go past new game. I tried on a blank project with just Fossil Pre, PIXI SpriteSheetsAnimations and Fossil Post, but it doesn't work.

    There is a debug line in the js with a comment to delete which gives an error even before the mainscreen, but after deleting it, there is the mentioned error.

    Error is:
    TypeError
    this._balloonSprites is not iterable
    There is an option that say that without animations may give problems if on, so I turned it off from the beggining, so it isn't the problem.

    Tried without Fossil and it is the exact same error.

    I haven't found anything equivalent for MZ. Dragonbones is similar reagrdina usin animations as sprites, but it doesn't allow frame animations like this plugin, only those made with dragonbones, and I am rendering my animations, so Dragonbones won't work at all for my project.

    I guess it may be hard to make it work, but regarding MV and MZ environments I am still a newbie, so maybe it isn't that much of an issue.
  16. a3xgf said:
    I was trying to make this plugin, PIXI SpriteSheetsAnimations, work using Fossil, but the game doesn't go past new game. I tried on a blank project with just Fossil Pre, PIXI SpriteSheetsAnimations and Fossil Post, but it doesn't work.

    There is a debug line in the js with a comment to delete which gives an error even before the mainscreen, but after deleting it, there is the mentioned error.

    Error is:

    There is an option that say that without animations may give problems if on, so I turned it off from the beggining, so it isn't the problem.

    Tried without Fossil and it is the exact same error.

    I haven't found anything equivalent for MZ. Dragonbones is similar reagrdina usin animations as sprites, but it doesn't allow frame animations like this plugin, only those made with dragonbones, and I am rendering my animations, so Dragonbones won't work at all for my project.

    I guess it may be hard to make it work, but regarding MV and MZ environments I am still a newbie, so maybe it isn't that much of an issue.


    I'll take a look but it probably will be too difficult. Do you have a demo project I can work with? The link in the OP is dead.
  17. Restart said:
    I'll take a look but it probably will be too difficult. Do you have a demo project I can work with? The link in the OP is dead.
    I downloaded the unCompress dev plugin only because the sample project is down. I tried to follow the video, but if the game doesn't go past the start screen there is not much I can do to test. I will try to ask the creator if it is possible to reupload the sample project.

    Edit: I created a project with MV and put the plugin there, same config and no animations set, and in MV doesn't give the error, so there is a problem of compatibility even before being able to put any animations.

    Edit2: I am testing on MZ by commenting parts of the code to try to find where is the error, and having uncommented until line 1936 doesn't provoke the crash, same with having from 1997 onwards uncommented (PIXI_extras_AnimatedSprite section).

    The culprit seems to be on Sprite_Character_Spriteset_Map between those two sections, as while having only that part commented it doesn't crash. Excluding comments, the code that provokes the error is between 1944 and 1992.

    I don't know if it works or not, but at least it isn't instacrash after new game just due to having the plugin active.

    Edit3: Managed to cut it down further. The mentioned error is provoked by the lines of code between 1944 and 1947.

    It is really two lines of code, so if that is the only problem, I think there is only need to fix these two lines. I don't even know what is their funtion on the script at a whole, but shouln't influence any outside ot the Sprite_Character_Spriteset_Map section.

    Spriteset_Map.prototype.initialize = function() { Spriteset_Base.prototype.initialize.call(this); };

    Here it is the problem, one of these two lines, or both, provokes instacrash with MZ after starting game.

    Most likely Spriteset_Base is the culrpit as it isn't used anywhere else of the scripr, while Spriteset_Map is.

    Edit4.
    I managed to fix it with nothing commented. Now I need to check if it works as expected, but no crashing is already a big thing.
    There have been a chance on how Spriteset_Map.prototype.initialize = function() works.

    On MV it was required:
    Spriteset_Map.prototype.initialize = function() { Spriteset_Base.prototype.initialize.call(this); };

    However, on MZ, it is required:
    Spriteset_Map.prototype.initialize = function() { Spriteset_Base.prototype.initialize.call(this); this._balloonSprites = []; };

    Any plugin that used the MV version will fail to work due to the lack of that extra line there that the new core requires.

    I can just add the line it manually for my project, but it would be great is Fossil added it when a plugin use this and lacks the line as to improve general compatibility, and not everyone dares to touch the plugin files. There is no default launch errors even without using Fossil (I guess because the plugin requires updating MV Pixi to v5 and MZ used v5 by default).

    Now I need try if it works properly, not only not crashes

    Edit5: Well, as expected, when I try to put animations it doesn't work.

    Uncaught TypeError: Cannot read property 'texture' of undefined
    Although most likely it is me doing something wrong because I get the same error on MV.
  18. Restart said:
    you're going to have to be more specific
    I'll get a screen shot when I get home
    @Restart
    Set up
    set up.png
    Error
    error.png
  19. Restart said:
    Put post_messagecore right after messagecore (and before shakeytext). Grab the latest version as well, it's improved.

    Fossil_Pre should go ALL the way at the start, if you are using messagecore the order should be

    -Fossil_Pre
    MV plugins
    -Fossil_Pre_MessageCore
    MessageCore + YEP_X messagecore exentions
    -Fossil_Post_MessageCore
    More MV plugins
    -Fossil_Post
    MZ plugins
    -WindowFixer (optional, only if you have window size issues due to mixing plugins)
    oh my gosh, thank you so much!! works perfectly now!! :D