Arthran

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Quick question... what if I were to use Native MZ plugins for a project alongside the fossilized MV plugins? How do I do that?
You just use them the same way that you normally would: put them in your plugins folder and add them to the project through the plugin manager. If what you're worried about is plugin conflicts, then unfortunately, that *can* happen. However, that wouldn't necessarily be because you're mixing fossilized plugins with native MZ plugins. Regardless of whether plugins are fossilized or not, conflicts can happen. It's just how the plugin system works. Using fossilized plugins shouldn't really increase the chances of that happening by a notable degree.
 

Xamusel

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Actually, what I meant to ask was more like "I have VisuStella plugins and Yanfly-type plugins I wish to get working together, but I don't know the right order to put the FOSSIL plugin in for it to work. Is it at the top of the list, or under all the VisuStella plugins, or where?"
 

Xamusel

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...yeah, I am a major idiot to not realize that. (/)_-)
 

WookieeChan

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Hey, I'd love some assistance, I am trying to get YEP_StatAllocation to work with VisuStella Main Menu Core, I can make a tab for it appear in the menu, but it just exits out the menu, can anyone help me figure out what to put in the JS Text/Show/Enable/Etc?


EDIT: I got it working, just had to put
Code:
SceneManager.push(Scene_StatAllocation)
in the Run Code
 
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bgrizzmayne

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I have a question:

I'm using Visustella's CoreEngine, Battlecore, and Skills/States Core. I want to use Heroic Jay's Dual tech plugin to create skills used by two members of my party, but it's not compatible with Visustella's battlecore/skillcore or the CTB, ATB, or BTB battle systems for MZ.

His plugin is, however, compatible with all of those plugins in MV.

Is fossil a solution here? Could I install the Yanfly CTB MV plugin along with Jay's MV plugin as a workaround thru fossil and still have the other visustella stuff? Or would some yanfly plugins thru fossil not play nice with other visustella MZ plugins?
 

palom

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Hi, i tried with "Galv New game plus" pluging and it didn't work. Can you test it?
 

Arcmagik

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Brilliant.

I just started testing it with SRD_SuperToolsEngine... atleast the menu editor part... and so far so good.1660925276088.png
 

jkimhomie

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Hey I think the github links are down, or the repository just no longer exists on github. What happened?
 

Arthran

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Hey I think the github links are down, or the repository just no longer exists on github. What happened?
I dunno, but I forked the main repository a while back, so if you need it, you can download it from my fork. The only difference is that I have added support for EIS Shop System.
 

Vuono87

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does anyone know how to or if ve materia will work with vs core engine?Screenshot (58).png
 

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Arcmagik

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SRD Camera Core seems to work passively with FOSSIL, but it won't zoom into map corners, however it doesn't seem to conflict with Eli_Zoom, and if you set an old plugin command for SRD Camera Core like ZoomIn 1 [duration], set Eli_Zoom's zoom to whatever scale you actually want with the same duration as the Camera Core then set WaitForCamera it seems to wait for Eli_Zoom's plugin command to complete so I get everything out of it that I need.
 

Arthran

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SRD Camera Core seems to work passively with FOSSIL, but it won't zoom into map corners, however it doesn't seem to conflict with Eli_Zoom, and if you set an old plugin command for SRD Camera Core like ZoomIn 1 [duration], set Eli_Zoom's zoom to whatever scale you actually want with the same duration as the Camera Core then set WaitForCamera it seems to wait for Eli_Zoom's plugin command to complete so I get everything out of it that I need.
I probably shouldn't mention it, since you've got a working setup now, but there *are* some native MZ camera plugins. There's Keke Free Camera, and Galv's Cam Control.
 

Arcmagik

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I probably shouldn't mention it, since you've got a working setup now, but there *are* some native MZ camera plugins. There's Keke Free Camera, and Galv's Cam Control.
Thanks for the suggestion, but Galv's Cam wasn't working great for me, and I was using DragonSmoothCam for awhile, but I really wanted to be able to put in the specific frames I wanted the camera to take and the WaitForCamera commands without trying to figure out the weird easing speed to set Dragon on and specific frames I needed to set a separate wait command too.

I wasn't aware of Keke Free Camera though!
 

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