Ready to Rumble version 1.0 Created by BreakerZero with consultation from OS87 Free for both commercial and non-commercial use, with credit. About the plugin A lot of games these days offer a rumble mode that activates in response to certain game events (an explosion set off during a major plot twist, getting knocked out during a fight, or simply taking a hard fall to the ground) and this plugin has been designed to bring that experience to RPG Maker MV. A few special requirements before we begin: There's no guarantee the launcher that ships with MV will have the necessary functions that allow the plugin to work, so as a precaution on this you'll want to download the latest version of NWJS, back up the default launcher that ships with MV and patch it over with the NWJS packages. The SDK version should go in your MV install, the redistributable goes in your exported game package. Again, there's no guarantee that the NWJS package shipped with MV has the necessary functions that allow the plugin to work, not to mention that MV ships with the x86 version which is functionally inadequate by modern game development standards. (Don't worry about the prospect of problems - as long as your install and project are 1.6.x or newer the official NWJS redistributable and the MV launcher are completely interchangeable. But again, you should back up the default launcher files in case something else happens.) Instructions for patching the MV launcher: http://bit.ly/2Zaahxb Download the latest NWJS redistributable: http://bit.ly/2XNqNGu Using the plugin To activate the rumble feature in a given event or scene, use the following script call: Code: Rumble(strong,weak,time) Strong is the maximum velocity of the effect's magnitude. Weak is the exact opposite: the weak end of the effect. Time is defined in milliseconds, so 1000::1 and 5000 is 5 seconds. (Get it?) Note that neither weak nor strong can go over 1.0, and that magnitude values of 0.1 are completely ignored (and for obvious reasons). Also, the values for weak and strong can be reversed and still work properly. For example: Code: Rumble(1,1,1000) Rumble(0.4,0.2,500) Rumble(0.3,0.6,5000) Release history: v1.0: Initial RTM v1.0.1: Unanticipated bugfix v1.0.2: Added control switch assignment to change rumble mode status v1.0.3: Small change to accommodate the possibility of a crash when a gamepad is disconnected. Also set the maximum supported values to eliminate possibility of the effect not working if set too high or too low. v1.0.4: Replaces control switch with option menu function, and directs the effect to the most recenty-used gamepad. A very special thanks to YoraeRasante for this update. v1.0.5: Added verification to detect the availability of a supported gamepad. As of this update, the functions will not be available if gamepad detection fails. Download Now Or use the attached version.