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

● ARCHIVED · READ-ONLY
Started by Restart 603 posts Page 9 of 31 View original ↗
  1. Thanks to @HiddenAlchemist giving me a test project, I've gotten Yanfly's common event menus to work.

    x5zz8De.png

    The size of the individual menus is a teensy bit different due to MZ having different fonts, but I've gotten the appearance to be about the same.
  2. I know I already got one minimap plugin to work, but now we have the one made by @SilverDash available in MZ as well.

    2TFTawO.png

    It has an optional fog of war, and can be toggled on and off (or given as an item). I have most of the plugins in his master demo working, but haven't figured out the itemlog. Still, if you want the cool window-slide-in effect that he put in his core engine (you can see one sliding in from offscreen at the top left!), the event randomization, or the dash stamina system, you've got those as options in MZ now.
  3. Been trying to get DreamX_ChoiceHelp working with no luck. Any ideas?
    error.png
  4. LyraVultur said:
    Been trying to get DreamX_ChoiceHelp working with no luck. Any ideas?
    View attachment 190016
    Haven't tried it yet, if you give me a link (or ideally a working MV test project), I'll take a look. What does your plugin order look like?


    Anyway, thanks to @oriongates I've added UNCO_AmmunitionSystem to the list of compatible plugins (along with the crafting add-on).


    I also added a bunch of miscellaneous plugins from the Victor Engine and Himeworks sets
  5. Restart said:
    Haven't tried it yet, if you give me a link (or ideally a working MV test project), I'll take a look. What does your plugin order look like?


    Anyway, thanks to @oriongates I've added UNCO_AmmunitionSystem to the list of compatible plugins (along with the crafting add-on).


    I also added a bunch of miscellaneous plugins from the Victor Engine and Himeworks sets
    All DreamX plugins (including Choice Help) can be found here. Forum thread for Choice Help is here (includes screenshots).
    Plugin order is a bit of a mess tbh, looks like this:
    plugins.png
  6. Hi! First let me say thank you for this amazing plugin.

    I'm trying to get this to work with Victor Engine's "Sprite in Windows" plugin, but it doesn't seem to be loading the sprites at all. I'm not getting any errors which is a definite improvement from before I implemented FOSSIL, but the space where the sprite/face should appear in the menu window is just empty. I tried adjusting the offset to make sure it wasn't simply loading off-screen, but no luck.

    As far as I can tell the plugin isn't loading the sprites or battlers in the menu at all, so I'm wondering if there's some deeper incompatibility here that FOSSIL can't fix? Any ideas on what that could be? No worries if this is something beyond the scope of FOSSIL, I'm just trying to understand why this isn't working.
  7. LyraVultur said:
    All DreamX plugins (including Choice Help) can be found here. Forum thread for Choice Help is here (includes screenshots).
    Plugin order is a bit of a mess tbh, looks like this:
    View attachment 190036
    Hard to say what's going on given how many plugins there are (also, it looks like you missed the beginning of the plugin list? I can't see where Fossil_Pre and Fossil_Post are). Generally Fossil_Post needs to be between MV and MZ plugins to work. Not sure what's going on given the sheer number of plugins (and of course it's very difficult to tell what's going on with a VS plugin, by design).

    corvid said:
    Hi! First let me say thank you for this amazing plugin.

    I'm trying to get this to work with Victor Engine's "Sprite in Windows" plugin, but it doesn't seem to be loading the sprites at all. I'm not getting any errors which is a definite improvement from before I implemented FOSSIL, but the space where the sprite/face should appear in the menu window is just empty. I tried adjusting the offset to make sure it wasn't simply loading off-screen, but no luck.

    As far as I can tell the plugin isn't loading the sprites or battlers in the menu at all, so I'm wondering if there's some deeper incompatibility here that FOSSIL can't fix? Any ideas on what that could be? No worries if this is something beyond the scope of FOSSIL, I'm just trying to understand why this isn't working.

    Odd. I tried the plugin out just now and got this

    Hsv4MN3.png

    Which probably isn't what is intended positioning-wise, but does show the animated sprites.

    Are you using VE_BasicModule as well? My test was only with basic module, sprites in windows, and fossil. Possible there's a conflict elsewhere.

    Oh, and you checked plugin parameters, right? The last parameter on every VE plugin needs to be double-clicked, otherwise it defaults to including a long string of ==============================.
  8. Great plugin!
  9. Restart said:
    Odd. I tried the plugin out just now and got this

    Hsv4MN3.png

    Which probably isn't what is intended positioning-wise, but does show the animated sprites.

    Are you using VE_BasicModule as well? My test was only with basic module, sprites in windows, and fossil. Possible there's a conflict elsewhere.

    Oh, and you checked plugin parameters, right? The last parameter on every VE plugin needs to be double-clicked, otherwise it defaults to including a long string of ==============================.
    Interesting. I am using the basic module and I fixed those parameters but still get nothing. I am using non-rtp assets so I guess I’ll have to check if those might have something to do with it. I don’t have any other plugins installed either.
  10. corvid said:
    Interesting. I am using the basic module and I fixed those parameters but still get nothing. I am using non-rtp assets so I guess I’ll have to check if those might have something to do with it. I don’t have any other plugins installed either.
    Very weird. Can you check to see if the default SV battlers work?

    Also, are you on the latest version of fossil?
  11. I tried with the default battlers but still they don't show. I even tried testing with a brand new project so it doesn't seem like it's related to any changes I've made. Also made sure to fix those last parameters, and checked for the latest version (0.3.06, right?)... Here's my plugin list:

    PluginList.png
    Were there any other adjustments in your own testing that I might be missing?

    UPDATE: @Restart Oddly enough I was able to get the charset option working in the test project I created (but not the sv battlers), yet this option still doesn't work in my actual project even when I go back to default assets (I also made sure the core script versions were the same, in case that matters). CharsetsWorking.png
    I'm not really sure what the issue is here, but I don't really think FOSSIL is the issue. Perhaps some sort of caching problem? Not really sure if that's a possibility. In any case thanks for testing on your end!
  12. @Restart
    This work is incredible. My compliments, I will definitely test it!

    I just hope there won't be any performance problems.
  13. This is really impressive, congratulations on your work. Can this plugin be supported, since the author does not have access to MZ to import it on their own, or would it be difficult due to it redrawing the tilemap?
  14. This is amazing! Would be great if YED SideView Battler could be ported over link to plugin here
  15. NewRetroGamer said:
    This is really impressive, congratulations on your work. Can this plugin be supported, since the author does not have access to MZ to import it on their own, or would it be difficult due to it redrawing the tilemap?
    I took a while looking at it, and unfortunately it seems like most of it would basically need to be rewritten. What the plugin is doing is essentially creating a clone of the existing tilemap functions (called tilemap2) and then stitching it onto the edge of the map when needed.

    The problem is that MZ has very different tilemap objects. The most obvious example is that C47_Seamless map requires a 'pixi-tilemap2' plugin above it - this is just a copy-pasted version of the pixi-tilemap.js file in the MV library folder, with 'tilemap' renamed to 'tilemap2' throughout. MZ is different enough with tilemap rendering that it doesn't even *have* a pixi-tilemap.js file to begin with.

    I think the general approach could be applied successfully in MZ, but this is definitely a case where a port is needed. Sorry.

    jonenglish91 said:
    This is amazing! Would be great if YED SideView Battler could be ported over link to plugin here
    That looks interesting, but it seems like you need to create a custom battler imageset in order to actually use the plugin to its full potential. If you could put together a working custom tileset in a MV test project I can look at it.


    Anyway, thanks to @LyraVultur giving me a testproject I've got DreamX's Choice Help Window working. I believe I have VE_MateriaSystem working as well too (@Ophiucus Games kindly sent me their project), and I've seen a few people say they wished it worked in MZ, so hopefully it'll satisfy that need.
  16. Restart said:
    I took a while looking at it, and unfortunately it seems like most of it would basically need to be rewritten. What the plugin is doing is essentially creating a clone of the existing tilemap functions (called tilemap2) and then stitching it onto the edge of the map when needed.

    The problem is that MZ has very different tilemap objects. The most obvious example is that C47_Seamless map requires a 'pixi-tilemap2' plugin above it - this is just a copy-pasted version of the pixi-tilemap.js file in the MV library folder, with 'tilemap' renamed to 'tilemap2' throughout. MZ is different enough with tilemap rendering that it doesn't even *have* a pixi-tilemap.js file to begin with.

    I think the general approach could be applied successfully in MZ, but this is definitely a case where a port is needed. Sorry.


    That looks interesting, but it seems like you need to create a custom battler imageset in order to actually use the plugin to its full potential. If you could put together a working custom tileset in a MV test project I can look at it.


    Anyway, thanks to @LyraVultur giving me a testproject I've got DreamX's Choice Help Window working. I believe I have VE_MateriaSystem working as well too (@Ophiucus Games kindly sent me their project), and I've seen a few people say they wished it worked in MZ, so hopefully it'll satisfy that need.
    I just sent you private message
  17. Hi restart, sorry to bother. I thought I should bring it up that summoncore from SmRdmDud doesn't work when combined with the battlecore MZ plugin by Visustella. the plugin is behind a paywall and if you are interested if any kind of fix I would be willing to help you make the purchase of that plugin.
  18. thenerdmansion said:
    Hi restart, sorry to bother. I thought I should bring it up that summoncore from SmRdmDud doesn't work when combined with the battlecore MZ plugin by Visustella. the plugin is behind a paywall and if you are interested if any kind of fix I would be willing to help you make the purchase of that plugin.
    Thank you very much for the offer, but due to their obfuscation unfortunately I can't really do anything with VS plugins.

    You might want to see if you can use the MV's YEP Battlecore in your project instead, since I know that one is compatible.
  19. Ahhh, yes. Their obfuscation is making some things very hard to work with indeed. Thank you for the quick response! I am still exploring options ^^.
  20. Trying to setup JK's Mail System and get this error when I try and use it with FOSSIL in MZ:
    err.png
    As far as I can tell, that function was an MV one that doesn't exist in MZ? A working demo project of the MV version by the author can be found in the link above. Let me know if you want a tiny MZ test project as well.