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(+1)

Hello, 

Thanks again for making this plug in compatible with MZ. I was working on my game and found that Plug2In has a minor incompatibility issue with the Visustella MZ options core plug in. The conflict was related to how it was drawing a rectangle for the Plug2In options menu. I was able to modify the function to make it compatible. I would be happy to send the modified code to you for testing or for a future version update. If you would like it, how should I send it to you?

Thanks,

KG

You can just put the modified function in the comments here, ideally in a markdown code block.

I may not get around to updating this entirely quickly, and this way anyone else can use it too until then. (I’ll add a reply if/when I integrate it directly.)

// Added function to help with Options Core MZ compatability:
        createOptionsWindow() {
            // Ensure _optionsWindow is initialized
            this._optionsWindow = this._optionsWindow || new Window_PlugPlugOptions(this.optionsWindowRect());
            this._optionsWindow.setHandler('cancel', () => this.popScene());
            this.addWindow(this._optionsWindow);
        }
// Modified original function here for Options Core MZ compatability:
        optionsWindowRect() {
            if (typeof Scene_Options.prototype.optionsWindowRect === "function") {
                try {
                    const rect = Scene_Options.prototype.optionsWindowRect.call(this);
                    // Ensure the rect object has valid width and height properties
                    if (rect && typeof rect.width === "number" && typeof rect.height === "number") {
                        return rect;
                    }
                } catch (error) {
                    console.warn("Failed to call optionsWindowRect from VisuMZ_1_OptionsCore:", error);
                }
            }
            // Fallback rectangle if the above fails
            return new Rectangle(0, 0, Graphics.boxWidth, Graphics.boxHeight - 100);
        }

If you see 0.2.7 in the version history: No, you don’t.

(It’s a broken release, I tried to fix a potential issue I noticed, but it didn’t work correctly.)

Hello!
Would it be possible to get your discord contact? :)
I would have some questions regarding your plugin as I would like to use it in my games :)

I would appreciate it if you could help me!

Hey! Sure, I’m just @qazm on there. I may respond with a delay sometimes, but generally within a day.

(For anyone else reading this: please tell me why you’re contacting me and if I know you from somewhere in the first message. I’m not opposed to DMs from strangers, but the experience may be disappointing for you if you don’t frontload that info.)

Can I give you RMMZ as a gift?

I got it in a sale a while ago, but didn't have the opportunity to make plugins with commands for it until recently, since it's Windows/Mac only.

I can probably do that now, thinking about it. I'll look into updating this plugin to make it easier to use in MZ.

(2 edits)

Aaand there's RMMZ support now. Enjoy!

Hey can you please help me? I can't seem to get it working. The Lovense plug is connected to Intiface and working over their white usb dongle. Vibrations are working from Intiface, its tutorial, and the Plug2in Pattern Composer; but not RPG Maker MV. I've tried a brand new project export with only the plugin and its companion files in the plugin and libs folders. Ran it in Chrome with Wampserver but the intiface vibration and connect + scan stay off. The serverport is 12345, rpgmv version 1.6.2, and sometimes I get a Plugplug not defined error without me having changed anything.

(3 edits)

Do you see any other errors in the developer console (which you can open with F12)?

Edit: You don't put anything into the libs folder for this, it all goes into the plugins folder. That's most likely the issue.

(1 edit)

Made another new project and only put the files in the plugins folder only, everything works really well now. Thanks a lot for developing the plugin, excellent work!

(+1)

Glad to hear that 🙂

If you publish your project later, feel free to comment here with a link to it. I'm curious what this plugin gets used for, somewhat regardless of whether that turns out to be my cup of tea or not.

(1 edit) (+1)

This plugin is awesome!

Just made this.

Glad it's working for you!

I haven't had opportunity to get creator feedback on using this plugin so far, so if there's anything that was tricky or didn't work as expected, I'd love to know. (You can also suggest additional features, but there it depends on demand and how difficult it would be to add it. I made this as fun/experimental coding project originally and would like to keep it in that range.)

Everything seems to work the way it should, although I haven't tried it with a device with multiple vibes.

Just a heads-up: I've updated this plugin with better reliability, a number of API improvements and a custom options menu. (And hopefully no new bugs.)

The API changed a bit from version 0.1, so I don't recommend upgrading it for existing projects, but if you make a new mod in the future please give it a spin and let me know what you think.

The main improvement is that you can now seamlessly transition between patterns and wait for them to complete in linear scene events. There's better multi-motor support too, so all patterns are now automatically retargeted for devices with fewer or more features.

(+1)

Cool! I've been thinking about implementing it into more games, I just haven't found the time yet xD. But I will definitely report back when I've tried out the new version!