KARAKURT

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Hi, Restart.

I need to ask you something. There is such a plugin Random Dialogue v1.03a. Is it possible to make it work on the RPG Maker MZ with your plugin (FOSSIL).
Thank you!
 

CCCreations

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Is there support to add in compatibility to SRD's CCEX?
 

Decinbr

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Please fossilize SRD. Auto updater plugin
 

thenerdmansion

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Greetings my fellow friend @Restart, some couple months ago I was the second soul to have wondered into this plugin post hoping that FOSSIL could revive this card game. Eventually we gave up because MV is asking to play animations and MZ has no animations instead using effekseer HOWEVERRR, Just now I had a light bul- I mean, Just now I had an idea!!! MZ can play MV animations if you transfer them over and that was our only reason for not being able to revive this magnificent plugin. Is there any chance you could give it a shot at reviving it again :D? The updated FOSSIL plugin will not run it but the old one that was 2 different js (pre.js and Post.js) would run the plugin perfectly until it was time to show animations and then it would break. I shall wait patiently for any results if you are willing to give it a nother shot :D. Also push.scene script command is no good. you will have to use the plugin command startDeckEdit to edit your deck in MZ. Here is the js demo :D

My bro, you are amazing. I was able to do plugin commands. These are the results ^^;

The deck editor in the menu and the battle scene are working correctly
View attachment 186464
This is what happens when the first move (attack) is attempted.
View attachment 186465
I should note that in the mv the background does blur out and in MZ the background does not blur out
View attachment 186466
Here is a pic of the console before the crash
View attachment 186467
Here is a pic of the console after the crashView attachment 186468
This was my attempt with this marvelous pre-post plugin that you've created. the possibilities are endless and I have no doubt that this plugin is going to grow more and will receive a lot more support. I am just an early bird with not much coding experience. I have also turned off the plugin that creates the 3D world to make sure it wasn't the cause and it did still crash ^^; the second picture of the console shows opacity: 0.5; filter: blur(8px) that is a code that isn't seen in the console before the crash towards the bottom of the code. I hope that helps ^^;

Update: I am reading that this plugin does not working past 1.6.2 version of MV
Here is a link to the plugin
 
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Aerosys

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Hey Restart,

can you make the Plugin in a way, that it doesn't do anything when you start an MV game? It may sound a bit awkward, but I can explain:

My sample project is identical for MV and MZ; in other words: I export only data, img, and js files, and let the users create a fresh new project in their favorite engine so they copy-paste my stuff into their new directory.

To enable or disable FOSSIL, depending on which engine they actually use, is an extra step that we probably can solve.

EDIT: I use FOSSIL for 3rd Party Plugins, not for mine.
 

Lunesis

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Hey, quick update.

As has been pretty obvious, updates have slowed down on FOSSIL significantly. Partly that's due to no longer being fully WFH - I don't have the free time to do the 5 plugins a day I was averaging at the start of the project. I was also told that some of the site admins thought that FOSSIL was having a negative effect upon the plugin making community, and while they didn't tell me to stop working on it, it kind of took the wind out of my sails and made working on this project a lot less fun.

It's not abandoned but my updates to the plugin will be less frequent - and of course, I'm still accepting community help to help make FOSSIL bigger and better, if anyone else wants to step up to the plate :).
Meh, if they don't like it they can update those hundreds of plugins themselves. Why should all of those useful old plugins go to waste, so we can sit around and wait and hope that they maybe get ported to MZ by someone? That's ridiculous. Doesn't seem like the original plugin creators really want to to that every five years when a new incompatible version of RPG Maker comes out. As far as I have heard, Yanfly and SRD are done with making plugins. Your plugin is objectively the single most useful plugin for MZ, anyone who thinks it's hurting the plugin community is blind.
 

TheCosmicSlug

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I second this, I am thankful for the sharing of FOSSIL code, studying it has helped me port a few plugins to MZ, and it certainly seems like its helping many more people.
Meh, if they don't like it they can update those hundreds of plugins themselves. Why should all of those useful old plugins go to waste, so we can sit around and wait and hope that they maybe get ported to MZ by someone? That's ridiculous. Doesn't seem like the original plugin creators really want to to that every five years when a new incompatible version of RPG Maker comes out. As far as I have heard, Yanfly and SRD are done with making plugins. Your plugin is objectively the single most useful plugin for MZ, anyone who thinks it's hurting the plugin community is blind.
 

Animebryan

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Speaking of porting, Yanfly/Visustella just recently announced that they're not planning to port every single Yanfly plugin from MV. I know a few plugins I was looking forward to were listed as not getting ported, so it would be nice if all of Yanfly's MV plugins were Fossilized for MZ.
 

Lunesis

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Speaking of porting, Yanfly/Visustella just recently announced that they're not planning to port every single Yanfly plugin from MV. I know a few plugins I was looking forward to were listed as not getting ported, so it would be nice if all of Yanfly's MV plugins were Fossilized for MZ.
Right! I would not be able to have Yanfly Overkill, Skill Leveling and DreamX Equipment Affixes just to name a handful. Right now I am trying to figure out how to use all those lovely tips and tricks from Yanfly's blog in MZ @ http://yanfly.moe/category/yanfly-engine-plugins/tips-tricks/ and this plugin makes it possible. I don't blame the Plugin makers for not wanting to remake all that stuff, it sounds like an immense effort. Makes you wonder why MV and MZ plugins are not compatible in the first place ;) $$$
 

Aerosys

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Makes you wonder why MV and MZ plugins are not compatible in the first place ;) $$$
Unfortunately that's how Software works. Backward compatibility usually comes with high costs.
 

Lunesis

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Unfortunately that's how Software works. Backward compatibility usually comes with high costs.
I understand MZ is a lot different on the backend even thought it has a lot of similarities to MV, and I am grateful for the improved performance (and the included assets are somewhat nicer (but then people bash on RTP anyway)), but they are both using js so it's not like the huge jump from VX to MV. The fact that this plugin exists shows that compatibility is possible, but the developers didn't think it was worth doing. I think we as customers deserve better but as long as we are allowed to have passionate coders like Restart that do it for the sake of the community, we will be able to make the games we want whilst avoiding huge amounts of headache and frustration. Most of us are not coders, we got into the RPG Maker ecosystem on the sell that we could create our dream games without needing to be.
 
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Animebryan

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Unfortunately that's how Software works. Backward compatibility usually comes with high costs.
It depends on what they're working with. MZ wasn't built from scratch, its actually the MV engine with added features. The proof is in the Tutorial option. MZ's tutorial selects menu options based on their position & some of those positions got changed when they added the Layer option, so the tutorial selects the wrong options & bugs out & freezes all because they were too lazy or overlooked redoing the tutorial.

Also, the javascript is essentially the same, upgrading from ES5 to ES6, despite the fact that ES6 was the newest standard in 2015, the same year MV came out
Javascript Versions

If they had simply utilized ES6 from the beginning & left the code alone between versions, all those plugins wouldn't go to waste. Of course, the real problem is Kadokawa being so lazy that instead of adding features built in to the editor, they take shortcuts like leaving their userbase (plugin writers) to add the features for them without paying THEM a single penny, talk about exploiting people for free labor.

The major flaw in relying too much on plugins is the compatibility issue when using plugins from multiple creators. Its one of the primary reasons Yanfly's collection was relied on so much. Having the most amount of features added from 1 plugin library/creator maximizes compatibility without being restricted to too small of a library of plugins.
 

Solar_Flare

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I don't think the switch from ES5 to ES6 is as important as you're implying. By itself, that switch doesn't have any implications for compatibility that I'm aware of. MZ is incompatible because they rewrote parts of the engine, and added some big new features. Any plugin that works with those rewritten parts is not compatible with MZ. However, MV plugins that don't touch things that got rewritten in MZ will still work just fine in MZ, regardless of the difference in JS version.
 

fizzly

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Have a question to dev, is Fossil works with mobile android deployment?
 

Misery

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I'm trying GALV_QuestLog but
◆Plugin Command:FOSSIL, 'Enter MV plugin commands'
: :OldPluginCommand = Galv.QUEST.activate(1);
...doesn't seem to work...
 

Misery

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Anyone knows if perhaps I'm doing it wrongly? (Since it's on the list...)
 

busbuzz

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I got referenceerror require not defined with this plugin as i was trying to deploy to web. I looked for plugins that had the function require in it, and found fossil, then removed fossil and the game worked, :(
 

Xelion

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Hi, I've seen that mjshi's StatPolygon is in the fully compatible list yet I don't see anything in the Status Menu. I've tried changing the plugin's config, also with an empty project but I have the same result. Other MV plugins seem to be working fine.
Any idea of what could be wrong?
Thanks!

Edit: nevermind, figured a way to make it work after trying some things.
 
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