Jrrkein

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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.
 

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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
 

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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.
 

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I think no matter I tweak it, the box kinda tight squeeze.
 

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try replacing every instance of Graphics.boxWidth
with 952 in the plugin params
 

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Still tight squeeze
 

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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.
 

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The data window seems tight squeezing. So what should I do next I opened the js on the notepad
 

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I'd suggest you use the console instead. You want to see what happens when it's actively executing
 

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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);
 
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Pre fossil is at the very top and post one is below weakness display
1620448817328.png1620448837592.png
Even changing the codes still tight squeeze
 

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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.
 

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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
 

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Haven't changed it yet
 

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