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Add rumble functionality for gamepad/controller players, and automatically rumble the controller during certain actions.

! SEE BOTTOM OF POST FOR UPDATES !

Hi all, introducing [CGMZ] Rumble!

This plugin adds game pad rumble functionality to your game. Currently, it works via plugin command only. When you want to start a rumble, choose how strong the rumble is and for how long it lasts in a plugin command. Then if the player has a game pad plugged in, they will feel their controller rumble. One example of how this could be used is to give a slight rumble whenever the player opens a treasure chest so it feels like they are actually opening the chest.

Have anything else you'd like to see added to this plugin? Please leave a comment down below or in my Discord #suggestions channel! I appreciate every suggestion I get, and I add them all to my to-do list.

Happy RPG Making!

This update adds two new plugin commands: Rumble Controller and Stop Controller. These are similar to the existing Rumble All and Stop All commands, but take an extra parameter and affect only one controller. Now in case your game may have more than 1 controller plugged in (such as local multiplayer or something), you can now choose which controller will rumble or stop rumbling.

This update also adds a debug feature that can log any errors encountered while trying to start or stop a rumble to the dev tools console. This feature will only work in playtests, so you don't need to worry about turning it off before deploying your game.

This update adds automatic rumble during certain key events. These include: shop buy/sell, battle trigger, and damage taken or dealt. You do not have to use these, as by setting the rumble to a duration of 0, these rumbles will not take place when these actions occur.

Let me know your suggestions if you would like automatic rumbles at other points in the game.

 This version adds a game switch that controls whether the rumble functionality can occur. This can be used to temporarily disable the controller from vibrating, or to provide an option to allow the player to turn rumbles off.

A new auto-rumble option was also added to rumble when the player transfers.

After further review, I decided to remove the log errors parameter as it makes it harder to debug rumbles when it is turned off, and provided no real benefit to turning it off for anyone. It will still not log errors in a deployed game.

This version adds automatic rumbles to your animations. This can allow you to make the controller rumble when the player or enemy lands a blow you really want the (gamepad) player to feel. You can set up a frame and then rumble info for that frame in the plugin parameters. Then, when the animation plays, it will also perform the rumbles at the given animation frames.

This was added for both MZ and MV animation styles.

This version adds an option to skip the switch check to the rumble plugin commands. This was mainly added as a way for my integrating plugins to skip switch checks where it makes sense (such as before the game starts) where there are no switches active yet, however I thought it would be useful in some cases for your plugin command rumbles as well.

This update also added a check before rumbles can occur if the option symbol cgmz_rumble is set, and if it is false rumbles will not occur. This should let you make an option using [CGMZ] Options (or any other option plugin out there) to allow your player to turn on/off rumbles. This option should be a simple on / off option.

This version adds a position based rumble plugin command. It allows you to provide a position for the rumble, and a drop off start and drop off end. If the player is further than the drop off end, the rumble will not occur. If the player is closer than the drop off start, the rumble will occur at full power. If the player is between the drop off start and end, the magnitudes will be automatically adjusted based on the percentage through the drop off zone the player is. For example, if the drop off starts at 4 tiles away, and ends at 6 tiles, and the player is 5 tiles away, the magnitudes will be half as strong.

You can use this to make controller rumbles affected by how far away the player is from what should be causing their controller to rumble on the map. For example, if you rumble the controller when a boulder lands on the map, you might not want the rumble to occur at all if the player is not near it, and depending on how far away from the boulder you might want the rumble to reduce in intensity. Now you can do that.

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Comments

Alvin Knight

Imported is Not Defined error.. this has happened on more than one plugin. Please help?