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Project FOSSIL: Use MV plugins in MZ

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Project FOSSIL


By: Team Fossil


FOSSIL (Fixing Old Stuff/ Software Interoperability Layer) is a plugin  designed to make RPG Maker MV plugins function in RPG Maker MZ.  Currently over 200 plugins have been tested as working (full list in the FOSSIL.js file), including most of the yanfly engine plugins. 


FOSSIL is currently expanding rapidly, and I hope that if you find a compatibility fix for a plugin that isn't listed (or test a plugin not on the list and find out it works with FOSSIL) that you'll post about it or file a github issue or something.  


Plugin Order

There is only one plugin order possible:
1) FOSSIL.js
4) All other plugins

Using Old Plugin Commands

You have three ways of using plugin commands for MV projects

A: use the built in plugin command from FOSSIL


B: Use a script box, with

oldCommand('your old plugin command')

😄 Copy and paste a MV map into MZ that has an MV plugin command. That command will keep working in the MZ editor, and you can copy and paste it around wherever you want. On some versions of MV and MZ you can just copy-paste the event between editors. It is a mystery why this works for some people and not others.



Here's the link to the github, where you can download FOSSIL: https://github.com/FossilMZ/fossil-MV-MZ

And here's the main thread on rpgmakerweb: https://forums.rpgmakerweb.com/index.php?threads/135523/



All unique code in FOSSIL is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. The remainder is taken from RPG Maker MV and RPG Maker MZ, and is covered under the appropriate licenses. No code from any existing plugin was used. Credit Restart, 'FOSSIL' or 'FOSSIL Team', and link back to the github or this forum thread.

Edited by Fossil
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I have updated FOSSIL so everything is now in a single plugin, rather than requiring the user to place multiple plugin-specific add-ons.  This should also improve plugin compatibility a bit.

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