Is it possible to make the NPC movement work with DotMove? The chase state now always follows the regular RPG Maker grid movement even if I have DotMove enabled.

Smart NPC patrol and stealth system for RPG Maker MZ with ambush, vision, and chase logic. · By
For some reason this beta version of the plugin doesn't seem to trigger anything at all on the event, whether it be the patrolling route or the player chase. Tried disabling the dotmove movement and also on a fresh new project, and it doesn't seem to work.
I did manage to get it kinda working by changing this parameter on the chase part of the plugin:
// Move towards target
const dir = npc.findDirectionTo(targetX, targetY);
if (dir > 0) {
npc.dotMoveToPlayer();
} else if (npc._spChaseTimer > $gameSystem.frameRate() / 2 && Math.random() < 0.1) {
npc.turnRandom();
}
}
};
However, it's inconsistent. And I think DotMove creates problems for the event's vision, since the vision is tile-based and DotMove makes it so the player isn't always aligned with a tile.
I'm getting some issues reproducing the plugin behavior (since I do not have DotMove), the fix intent was to detect if there is DotMove plugin active and if so, use pixel movement instead of grid movement. But maybe we aren't capturing propertly the plugin activation or there is another issue that I'm not able to reproduce.
Anyway, I will investigate DotMove plugin and figure out how to make it work. Please give me some days and I will reach you again.
Can you please confirm if this is the DotMove plugin/version that you are working on? https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/DotMoveSystem.js